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Word  Processing  !n  The  Home 

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COMPUTB's 


January  1984 
Issue/ Vol.2,  No.  1 

02220    S3.25  in  Canada     © 


For  Owners  And  Users  Of  Commodore  VIC-20  And  64;  Personal  Computers 


Compuiing  For  Families  ^SaSm*^ 

Reviews  of  some  of  the  -  —  —        r        \     ±  i.l     -     ^ 

1     ,     ,      ,.       I  ever  lost  the  mstruc- 

best  educational  games  i-         i  •  i 

.,  I    .X     iL  tions  tor  usmq  a  ta- 

on  the  market  tor  the  -  cs    _  _. 

whole  family  to  enjoy. 


Evaluated  by  our  crack 
review  panel — columnist 
Fred  D'Ignazio  and  his 
own  family. 

SpeedScripf  Word 
Processor  For 
VIC  And  64 


Turn  your  computer  into  a 
superior  writing  tool  with 
SpeedScripf,  o  ready-to - 
type  program  with  all  the 
major  features  of  commer- 
cial word  processors.  Writ- 
ten entirely  in  machine 
language  for  the  64  and 
expanded  VIC. 

01 


714S6"0Z220' 


refracfysfcils  Of 
VeluriaSt  Ccrve-fn: 

Two  Unique  Gomes 
For  64  And  VIC 

Create  multicolored  crystals 
which  grow  and  evolve  in 
Tefrocrystals,  an  unusual  non- 
violent gome  for  VIC  and  64. 
Or  rescue  trapped  miners  in 
CaVe-ln,  an  exciting  3-D  maze 
game  for  the  VIC.       '' 

Also  In  this  Issued 

TheBegiinner's 
<!!omer 

64BASKCAii.' 

Graph  Plotter  For 
VIC  Ami  64 

HSrrWAIRE: 
Best-Selling  ProRfrcsms 


vorite  progronn?  Elec- 
tronic Notepad  keeps 
the  Information  where 
it  belongs — on  the 
some  disk  with  your 
programs. 

HARDHAT 
CLIMBER 

Thrilling  Action  Game 
For  VIC  And  64 

A 


All  you  have  lo  do  is  pick  up 
the  toolboxes  scattered 
throughout  the  building. 
Seems  easy  enough.  But 
watch  out  for  the  broken 
ladders,  holes  in  the  floor, 
and  tumbling  barrels.... 


fl  million  laughs 


■TM 


drfinC  UnHllIlt    You  are  the  game-happy  owner 
of  the  Spare  Change  Arcade. Two  fun-loving,  but  overworked 
Zerks — the  main  characters  in  your  most  popular  game — have  bro- 
ken ioose  and  are  trying  to  retire  from  the  business.  You  try  madly  to 
stop  them,  (f  you  can  get  a  coin  into  the  juke  box,  the  Zerks  get  so 
caught  up  in  the  music,  they  drop  everything  and  start  dancing.  You 
also  try  popping  popcorn  and  making  a  pay  phone  ring— which 
immediately  makes  the  Zerks  stop,  answer  and  start  a  wild  con- 
versation. If  you  "win"  the  game, 
there  are  rib  tickling  cartoons  by 
the  Zerks  to  reward  your  efforts. 
It's  a  game  full  of  sight  gags, 
surprises  and  comedy  From  the 
best.  Br0derbund!  For  the 
Apple"    11/11  + /lie,  Atari' 
Computers,  and  Commodore 
64™  in  disk  format. 


and  an  endless  challeng 

^^%-  ■  nnv*  niikiKirnTM 


Here's  a  game  that  will  never  stop  challenging 


LODE  RUNNER 

you. That's  because  Lode  Runner  is  more  than  a  spellbinding,  fast- 
action  game  with  its  150  different  mind-boggling  game  screens.  Lode 
Runner  is  also  an  easy-to-use  Game  Generator  that  lets  you  create  your 
own  games.  Without  any  knowledge  of  programming,  you  can  easily 
design  unique  Lode  Runnner  screens,  then  bring  them  to  action-packed 

life.  You  will  maneuver  through  scene 

after  scene,  running,  jumping,  drilling 
passages  and  outfoxing  enemy 
guards  in  a  secret  underground  hide- 
away as  you  pick  up  chests  of  gold 
stolen  from  citizens  of  the  Bungeling 
Empire.  There's  no  end  to  the  thrills, 
chills  and  challenge.  Of  course,  it's 
from  Br^derbund!  For  the  Apple' 
ll/ll-l-/lle;  Atari    Computers; 
Commodore  64™  {disk 
and  cartridge);  VIG-20™ 
(cartridge);  IBM"  PC. 


Ask  your  Br0derbund  dealer  for  sneak  previews. 


^BroderbundSoftujare 


Discover  the  Differeoce 


17  Paul  Drive     San  Rafael,  CA  94903 

ApolB  II,  N  + .  lis  are  ragialBwd  tiodemarhs  ol  Appio  Compiitor,  liic  ATARI  400fflO>o;i2DO,  CoirimodoiH  GJ  and  VIC-JO  ar>a  IBM  nro 
TfiidemarkB  ol  Alsn,  Inc.,  Commodoro  tloclronica.  Lid  ,  and  Iniernalional  Business  Mac  hi  ntfs  Corporation,  respoctively. 


First  Star  Has  4 

Fernando  Herrera,  designer  of  A^OlMS^"'  and 
our  design  team  again  define  "State  of  the  Art!' 
Superior  graphics,  real-time  animations 7  multiple 


ew  Games. 


screens,  intermissions,  arcade-quality  sound, 
innovative  gaming,  challenge  and  excitement- 
we  deliver  it  aE! 


THE  BAD  NEWS?  You  can't  play  them  all  at  once. 


111; 


^ 


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fijmr 


Dealgned  by  Mu  Laavene 
■  (/  Shirley  A,  RueseU 
MM    AtaidVCSSeOO 


i3  r^l*  rmimQ   f  4AU  F^ril  |Uf  kfKnn  Ui 


BRISTLES 

J.         airr.r.g  Prtervhs  fiMor  m    Desired  by  jun  [Jangano 

-(N  Designed  by  ;;>«^9i««,  >Jj5       ^^^  jj^^^  ^^^^^^^^^ 

C      Atari  Home  Computera  ^_        „        ^      „        . 

^    ConimodcreCcmpuWni  V        Co mmodoM  Compute™ 


FLIP  and  FLOP^  PANIC  BUTTON 

STHS-fia  Color  CDmouter 
by  Paul  KinsTsiy 
Vlo-ao  Home  Computer 
by  Wayne  Lam 


O 


T^^RSI 


£srnR 


OFTLURRglNC 


"When  being  first  counts  we  re  number  one! ' 

3S  Ea£t  4lBt  Slrert.  Hew  York,  NY  10017 

Dlstrft)utor  and  Dealer  InquineB  loTtted/g^  £334666 


"Make  note  of  that  name,  Electronic  Arts. 

It  may  well  set  the  standard  for  sophisticated 

entertainment  software  in  the  BO's." 


—  Creative  Computing. 


ELECTRONIC  ARTS 

COMES  TO 
THE  COMMODORE. 


ARCHON" 

by  Free  Fall  Aisodaia 
"No  review  could  possibly  do 
more  than  hint  at  the  manifold 
excellence  of  Archon.  It  is 
truly  a  landmark  in  the  devel- 
opment of  computerized 
strategy-  games."         —  Video 
". .  you're  bound  to  fall  for  it. 

Imagincachessyame  in  which 

you  can  cast  spells." 

—Creative  Computing 


". . ,  the  offices  of  A.N.A.LQG. 
echo  with  the  searinR  roar  of 
dragon-fire  and  shouted 
obscenities  from  anjjry  players. 
Archon  turns  friend  against 
friend  and  inspires  grudges  that 
can  last  for  da-^.  What  better 
compliment  can  you  give  to  a 
computer  program." 

-A.N,A.LO.G. 


HARD  HAT  MACK '" 

by  Michael  Abbot  and 
Manhem  Alexander 

"An  outstanding.  state-<-)f-the- 
art  game.  Hard  Hat  Mack  is  the 
blue  collar  hero  of  this  three 
screen  climbing  game  and  his 
tasks  are  far  from  simple." 
—  Arrade  Express 

"If  you  put  Hard  Hat  Mack 
in  the  ring  with  all  other 
games  on  the  market,  it 
\vould  win  most  bouts  in 
the  opening  scconcb  of  the 
first  round,  it's  that  good." 
-Softalk 


t:(>4.Ap,At 


Ap  CM  Ai  ,L«T„f,  ,,MMt«r  Apple  It.  li  f,  HE.  C^m.^iort  M.  n,  Ann  W>me  (™p«.«,  wi.l>  Jl..  Jr.vt.  Al]  «,rt.  ,h„r,  „pr»,n.  C™m<xlor.  04.  Af^l,-  i.  .  r.j-H.f  rtd 
traOmuik  ..1  Applr  C.impii.f  r.  Inc.  G.rmiK»iurc  fit  It  ■  roii>.cicil  iri.dm»,li  i.f  Ctimmodarc  lli.wv«,  M«cliliw.  Inc  At«i  i>  »  if  (..tr-icd  t..vlom»rl:  ..*  Aran,  Irit  ,  a  Wjtwr  Cumin 


064,Ap.Ai 


fit  ,ri  WjrticrCummufiiCHriLjni  tjimfiflny 


frj  Ozark  So^scape 
"A  musc-have." 

—Electronic  Fun 

"May  well  become  the  Monopoly 
of  computer  games" 

— Personal  Software 
"Graphics,  sound  and  humor 
arc  superlative." 

—  Creative  Computing 

"Recommendation  ?  Buy  it." 

—  Sofdine 


MURDER  ON  THE 
ZINDERNEUF™ 

bj  Free  Fail  Aisodates 
"Whodunit  fans,  drop  your 
Agatha  Christie  and  come 
runninj;.Thts  is  your  game!  Tlie 
jjraphics  arc  among  the  most 
colorful  and  attractive  1  have 
seen  in  any  game."— Antic 


rip,  r  _'Sgi^(^?<«M^  ,-.i..;  r  ...IP     .... 


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MM-T   J.Ln      XXM*       M«     tu« 
■lit         •  •  s  t 


■r^>H«*B»       I  Ml      ^-a    «■-«'  ^ 


cm.  At 


;«^ 


PINBALL 
CONSTRUCTION  SET 

hyBillBiuigc 

"The  best  program  ever  written 
for  an  8'bit  machine." 
—  Steve  Wo:niak 

"A  fully  integrated 

graphics-oric  n  ted 

design  tool  that  lets 

you  create  your  own 

video  pinball  games, 

required  study  for  all  serious 

software  authors' 

-A.N,A,LO.G. 
"A  tour  deforce" 

—  Crearive  Computing 


Electronic  Arts 

Home  Software  for  the  Commodore  64 


Lt*k  ior  our  ufhcr  Cirtrimodfirc  M  mlf i  liLc  AXIS  ASSASSINr'U'ORKtS?7*nd  TKt  TISSCKACT  STttAT tCiV ii  ymir  InvoTHe  c^irr-puicr  »K>r<-. *<«(twAre  tenter  .nJ  ai  fiw (hrariiiMfrvt  *(orf*  ihrfHJBh<>ut  the  cimnirv 
hir  mcircinformatioJirtlxiuTilwitf  irvJmtwrElcctmnK  AirisprtjJucii.wTirt'of  cnlluinr  27^5  Campu*  Drive,  Sun  Matfo,  CAy4401  -HI5l  57]'7lTl 


*?■ 


X^e  all  thumbs  at  Hie 
MasterTypfwill  make  you  a  computer  whiz. 


MasterType  #1  on  everybody's  list ... 
the  first  step  in  computer  literacy. 

MasterType  delivers.  It  is  the  one  and  only 
typing  program  that  dares  to  be  fun  without 
being  intimidating.  It  combines  the  fast  action  of 
video  games  with  the  best  typing  skills  develop- 
ment techniques  available.  The  result?  Highly 
motivated  and  enjoyable  learning. 

After  each  of  the  18  action-packed  program 
segments,  you'll  see  how  you  measure  up.  And 
you'll  become  so  caught  up  in  the  action  that 
before  you  know  it,  you'll  become  a  master  at  the 
keyboard,  calling  all  the  shots: 

On  disks  for 

Applet  Atarit  Commodore  64"  $39.95 

IBM-PC  $49.95 

MasterType  is  part  of  the  growing  Scarborough 
family  which  includes  Songwriter  and  Picture- 
Writer,  as  well  as  the  forthcoming  software  for 
home  management,  science  and  business  games. 


New 

Atari"  and  Commodore  64''  cartridges. 


IMf*"'"^ ' 


lnswc«*>^ 


«»^'^ 


^^"H  ^^^  ■  ■  ^^^  gg  You'll  grow  with  UM. 

TheScmbomughSfsleni. 

©Scarborough  Systems,  Inc.,  25  N.  Broadway  Tarrytown,  N.Y  10591 


Kt^^V.: .*] 


■.■■■■■■■■■I 

Hi| 

10  Igp  IIP  ^p  m^^-wm-  «p.  «Hi  iw 

■:  ■'  m[  ■;  m :  ■  ■  h.  '■  ■ 

January  1984    Vol.  2«  No.  1 


Word  Processing  In  The  Home   Tom  R.  Halfbil! 30 

SpeedScripf  Word  Processor  For  VIC  And  64   Charles  Brannon    38 

The  Inner  World  Of  Computers,  Pari  3:  How  A  Computer  Remembers   Tom  Prendergast    60 

Getting  Started  With  A  Disk  Drive,  Port  3:  More  Disk  Commands    Charles  Brannon    66 

Inside  View:  Marion  Taylor,  The  Programmer  Behind  Touch  Typing  Tutor  Kafhy  Yakal    76 


V/64 


Cave- In  For  VIC- 20  Paul  i.  Bupp  &  Stephen  P.  Drop 

Hardhat  Climber  Chris  Lesher    , 

Tetrocrystols  Of  Velurio    Todd  Heimarck    

Canyon  rriiisor    Thomas  Catsburg 


80  V 

82  V/64 

86  V/64 

96  V/64 


Clii.cirer-.'ir  L.i^,^.,.];  onol  Games    Tony  Roberts 120      V/64 

Computer  Baseball  And  Ringside  Seat  For  Commodore  64   Gregg  Keizer ,   124     64 


APPLICATI 


Computing  For  Families:  New  Family  Learning  Games   Fred  D'ignazio 102 

64  Electronic  Notepad   Dan  Carmichael 112     64 

Alpha-Siv^Mi   Neil  T,  rnrnkH 118     V/64 


OGRAMMIN 


The  Beginner's  Cotr!.:.'i-:  Built-in  Functions    C.  Regena 130  V/64 

Graph  Plotter  Ruth  A.  HIcics     145  V/64 

Machine  Language  For  Beginners:  Addressing    Richard  Mansfield 150  V/64 

64  BASIC  Aid   Harold  D.  Vanderpool    156  64 

LIST  Freezer  Doug  Ferguson JJO  V/64 

Hints  &  Tins:  Centering  VIC  Screens  Mary  Conlln    1"2  V 


EPARTM 


:33txsafRfi-^'^ 


The  Editor's  Notes  Robert  Lock 6 

Gazette  Feedback   Editors  &  Readers 10 

HOTWARE:  This  Month's  Best  Sellers   Kathy  Yakal    . 20 

Simple  Answers  To  Common  Questions   7am  R.  Halfhill 24 

Horizons:  64   Charles  Brannon    1^6 

VlCreotions:  LJsing  The  Dynamic  Keyboord   Dan  Carmichael 140 

News  &  Products    Tony  Roberts    


64 
V 


164 


OGRAMty 


159 
168 


Buy-Sv,'ail(!r :  j'v'iucii.:  :;;^,);;s  &  Corrections 

How  To  Type  In  COMPUTEI's  GAZETTE  Programs     

A  Beginner's  Guide  To  Typing  In  Programs 169 

The  Automatic  Proofreader    . • 1^^ 

MLX:  Machine  Language  Entry  Program  For  Commodore  64  And  VIC-20   Charles  Brannon     ...  171 

Program  Listings - 1'2 

Product  Mart    • • 205 

Advertisers  Index • ^^" 


V/64 
V/64 
V/64 


•  =  Generol,  V  =  VIC-20,  64  =  Commodore  64. 


COMrUW-i  C.i;,-((.  is  iitiWishi'd  IwcWc  limvsejdi  vcir  l-v  COMPUTtl  Pul>lii4iii>ns,  Inc..  Pii%t  Offia-  Bo*  540b,  Gri-i'n,biim,  \*C  274(13  USA.  r'iKiiu'  (''!'i)2"S-"'»*<W. 
Fdilorial  itiliri'^.irv  (ih-.iIi-J  m  W\  Fdvv.irdt.i  Drivi',  C^rivinKim,  W:  ;74OT.  DuriK'Slic  substriptkins;  12  issues,  S2f),  Send  subscripliiin  iirdiTs  iirrh.iiifio  iil  .iddrcs* 

(r'  O  i-urm  357''!  I"  Cirtul.iliiin  IJt-pt,,  COMI'lirWi  Cazcth;  I'.O.  I!i>x  S-l(l(i,  (;u'i-n>,biini,  NC"  27AIB  Second  clnsB  .ijiplic.itiuii  jii'tidlnc  ,il  Grffn!.t'i!ni,  NC  274(Bjimt 
.ni'dil'ion.il  mit\Ui\f,  olfifos.  HiUin-  o>ntftils  rnpiTlslil  l  IW.'thy  COMi'UTII  r'lilillcilioiis,  Inc.  All  ri^hli,  n-scTwd,  ISSN  07.'S7..17Ui. " 


SDCK)^ 


THE  EDITOR'S 


An  End  And  A 
Beginning 

The  Friday,  October  28,  announce- 
ment by  Texas  Instruments  that 
they  were  withdrawing  from  the 
home  computer  industry  was  met 
with  mixed  emotions.  While  we 
can't  speak  directly  for  the  hun- 
dreds of  thousands  of  TI  owners, 
we're  certain  there  was  disap- 
pointment and  chagrin.  As  re- 
cently as  14— 16  months  ago,  one 
highly  regarded  industr}'  analyst 
was  touting  the  TI  product  line 
as  becoming  the  lender  in  the 
industry.  Oh,  well.  We'll  be  curi- 
ous to  see  what  Tl's  promise  of 
continued  service  and  support 
turns  into. 

One  thing  that's  noted 
below  in  "The  Beginning"  por- 
tion of  this  editorial  regarding 
IBM's  announcement  of  PCjr  is 
that  they've  adopted  a  strategy 
of  open  architecture.  Third-party 
developers  will  be  assisted  and 
encouraged  in  the  access  to  in- 
formation necessary  to  help  them 
develop  hardware,  cartridges, 
software,  etc.  This  was  not  the 
TI  approach  during  product  mar- 
keting; rather,  they  chose  to 
make  their  marketing  channels 
proprietary  in  many  ways,  to 
force  vendors  to  work  through 
them. 

Given  that  many  software 
vendors  will  probably  turn  from 
the  TI  in  favor  of  other,  more 
active  markets,  we  wonder  if  TI 
will  release  vendors  from  this 
restriction.  We  anticipate  that 
the  strong  and  active  TI  user 


groups  will  be  able  to  maintain 
support  for  some  time,  even  if  the 
level  from  TI  begins  to  decline. 
Given  the  merchandising  routes 
used  by  TI,  we  expect  that  sup- 
port products  will  be  strong 
sellers  through  December,  and 
then  begin  to  disappear  from 
many  of  the  single  product  out- 
lets. After  all,  no  one  can  realis- 
tically expect  the  local  drugstore 
that  sells  TI  to  continue  to  main- 
tain and  rotate  TI  software  and 
new  products  from  the  third- 
party  market  after  the  machine 
is  no  longer  for  sale. 

In  closing,  the  news  wasn't 

met  negatively  by  Wall  Street 

Within  just  two  days  of  the  an- 
nouncement, Tl's  stock  rose  by 
almost  30  percent.  We  assume 
that  TI  will  think  long  and  hard 
about  any  future  entries  into  the 
home  computer  market  after  their 
several  abortive  tries  since  1980. 

The  Beginning 

IBM's  November  1st  announce- 
ment of  PCjr  was  long  awaited, 
eagerly  watched,  and  disap- 
pointing to  some.  As  a  home 
computer,  the  unit{s)  are  impres- 
sive, powerful,  restrained  as 
breakthroughs  go,  and  expen- 
sive. All  things  considered, 
though,  we  can  be  quite  confi- 
dent that  PCjr  will  make  a  major 
mark  in  next  year's  marketplace. 
Our  editors  are  hard  at  work 
developing  materials  in  support 
of  PCjr  (we'll  be  adding  both  PC 
and  PCjr  to  our  sister  publication 
COMPUTE!),  and  hoping  anx- 
iously that  some  kind  third-party 


vendor  will  quickly  develop  a 
keyboard  designed  for  touch 
typists.  At  a  glance:  bottom  line 
PCjr  with  64K  and  cassette 
BASIC:  $689.00  plus  $40  per  joy- 
stick (?!),  $30  for  a  cassette  cable, 
$30  for  RF  modulator,  etc.  If 
you'd  like  the  expanded  PCjr 
with  its  one  (and  only  one  may 
be  used)  disk  drive,  you'll  start 
at  $1259.  But,  as  with  all  top-of- 
the-line  products  and  prices, 
you  can  expect  full  service,  sup- 
port, and  a  tremendous  amount 
of  sophisticated  IBM  and  third- 
party  software.  And  we  project 
it's  a  reasonable  bet  that  IBM 
won't  pull  out  of  the  market- 
place. Beyond  the  concern  over 
the  keyboard  is  the  lack  of  ex- 
tended sound  and  graphics 
capabilities  on  the  bottom-line 
unit.  Many  of  these  capabilities 
can  be  added  by  going  to  the 
extended  BASIC  that  is  available 
on  a  $75  plug-in  cartridge.  But 
apparently  sprites  don't  exist, 
and  color  isn't  as  extensive  as 
that  on  the  64  (although  resolu- 
tion is  higher). 

And  in  closing,  one  COMPUTE! 
pundit  had  this  remark  about 
the  new  PCjr:  "If  I  could  interface 
it  with  my  64  I  could  have  great 
sound  and  graphics...." 

Happy  new  year!  from 
COMPUTE!  Publica'tions. 


Editor  In  Chief 


6     COMPUni's  Gazette    Jonuoryl9a4 


WordPro  3  Plus764 

The  #1  Selling  Word  Processor  for  the  Commodore  64' 


WordPro  3  Plus'"/64  and  SpellRight  Plus'"  provide  a  total  word 
processing  solution  for  the  Commodore  M'  which  gives  you: 

*  Sophisticated  Word  Processing 

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*  Fast  and  Complete  Spell  Checking  via  SpellRight  Plus 

*  A  Super  Value  (two  programs)  for  Onty  S99.95! 

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Functions.  Headers.  Footers,  Global  Search  and  Replace,  the 
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of  features  can  be  put  to  use  almost  immediately  —  by  even 
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Professional  Software  Inc. 


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Needham,  MA  02194 


(617)444-5224 
Telex:  951579 


Dealer  and  Distributor  inquiries  are  invited. 


WordPro  3  Plu3''/64  and  SpellRight  Plus™  are  Iradamarka  of  Professional  Software  Inc. 

The  WordPro  Plus  Series  was  designed  and  writtar  by  Steve  Punter  of  Pro-Micro  Software  Ltd. 

SpellRight  Plus  was  designed  and  written  by  Dwigtvt  Huff  and  Joe  Spatalora  of  SpellMaster  Systems.  Inc. 

Some  printers  may  not  support  certain  WordPro  3  Plus  funclions  and/or  require  an  inlarface  Please  cfveck  with  your  dealer. 

Commodore  64"  is  a  trademark  ol  Commodore  Electronics  Ltd. 


COMPUTirPublicationsJnc.® 

One  or  trie  ABC  Pijbiishing  Cormponios  ^^^r 

PublUherCirv'  R.  Inger.snll 
Editor  in  Chief  Rubtrt  C.  I.uck 
Dirertdr  of  Administmllon  Alice  5.  VVoltV 
Senior  Edifor  Rithnrd  Miins field 
Managing  Editor  KtUhli'on  K.  Mtirtini'k 
Art/Design  Director  Guorgia  Bikns  Dnvis 

Editorial 

ibm  R.  Hiilfhill,  GazLHto  !'!dilor;  Stephen  Levy,  Editor, 
COMPU IE!  Books  Division;  Gail  VValkor,  I'ruduction  Editor; 
Ottis  R,  Cowpur,  Tedinical  l-ditwr;  Clitirlcs  Biannon,  Prugram 
Editor;  Tuny  Koburls,  Assistant  Managing  Editor 

Assistant  Editors 

Lancf  idkii,  Dan  Carmicliaol  (Siitiniissions),  Grt'^g  Ki-I/lm' 
(Hooks),  Jolin  Kraiisi.'  (TL'chiiical),  Katliv  Yakal,  Editorial 
Assistant  {t-L-atures);  Randall  Hosner,  Editorial  Assistant  (Books) 

Editorial  Programmers 

Patrick  I'anish  (Supervisor),  Gregg  Peelc  (Assistant),  Jeff 
Hamdani,  Kevin  Martin,  Chris  Poer 

Teclinical  Assistant 

UaleMcH.ine 

Programming  Assistant 

Mark  'luttlc 

Copy  Editing/Proofreading 

Juanita  Lewis  (Assistant),  Becky  iinll,  Linda  Shaw,  Martha  Banks 

Administrative  Staff 

Vicki  |entiinj;ji,  Laura  M.icl'adden,  Julia  Fleming 

Associote  Editors 

Jim  Hiilterlield  { I'orunto),  Harvey  I  lerman  (Greensboro), 
Lretl  n'Igna/.io  (Roanoke),  David  Thornburg  (Los  Altos), 
Bill  Wilkinson  (Cupertino) 

Production 

Irma  Swain,  Assistant  i'ruduction  Manacur;  De  Potter,  Mechan- 
ical Art  Supervisor;  terrv  Cash,  Debi  Thunias,  Typesetting 
Artists 

Leslie  Jessup,  Cindy  Mitchell  (Publications),  Janice  Fary, 
Dubhie  Bray  (Books');  lotld  I  leiniarck.  Promotions  Assistant; 
Harrv  Blair,  lllustnilor 

Opercrtions/Customer  Service 

Carol  Lock,  Manager;  Patty  Jones,  Customer  Coordinator; 
Assistants:  Chris  Patty,  Chris  Cordon;  Fran  Lvons,  Dealer 
Coordinator;  Assistants:  Gail  Jones,  Sharon  Minor 

Customer  Service  Staff 

Dorolliy  Bogan,  Supervisor;  Rhonda  Savage,  Lisa  Plaharty, 
Anita  Roop,  Sharon  Sebastian,  Dcbi  Goforth,  Junna  Nash; 
Operators:  Cassandra  Robinson,  Mary  Sprague 
Jim  Coward  (Warehouse  Manager),  Larry  O  Connor, 
Chris  Cain,  Dai  Rees,  Jack  McConnell 


Address  all  advertising  materials  to: 
Patti  Williams,  COMPUT!-:!'s  GAZE'n'E, 
503  Edwardia  Drive,  Clreensboro,  NC  27-H)9 


Data  Processing 

Leon  Stokes,  Managei 


Joan  Compton,  Assistant 


Accounting 

Paul  J.  Megliola,  Manager;  James  M.  Murst,  Comptroller; 
Assistants:  Linda  Miller,  Doris  Hall;  Staff:  Anna  Harris, 
Emilie  Covil,  Anne  i-erguson 

Advertising  Sales 

Andy  Meehan,  National  Sales  Manager;  Patti  Williams, 
Procfuction  Coordinator;  Bonnie  Valentino,  Accounting 
Coordinator;  Roscmariu  Davis,  Sales  .Assistant 

Sales  Representatives 

Jerrv  Thoinpson  415-348-8222 

Phoebe  I  hompson  408-354-3553 

JoAnn  Sullivan  610-941-2313 

EdWinchell  213-37H-H361 

Harry  Blair  919-273-9809 

Jules  E.  Thompson,  Inc. 
National  and  Canadian  Sales  Representatives 
1290  Howard  .-Xvenue,  Suite  303 
Burlingame,  CA94OI0 

8     COMPUTEi'sGaiano     J  a  n  u  □  i  y  1 98'! 


Sales  Offices, 

New  England 

Mid-Atlantic 

Southeast 

Midwest 

Texas 

Northwest 

Northern  CA 

Southern  CA 

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New  Mexico 

Colorado 


The  Thompson  Company 

617-720-1888 

212-772-0933 

919-275-9809 

312-726-6047 

713-731-2605 

408-354-5553 

4  ]  5-348-8222  or  408-354-5553 

6 19-941  -2313  or  2 13-378-8361 

619-941-2313 

213-378-8361 

303-595-9299 


COMPUTE!  Publications,  Inc.,  publishes 

COMPUTE!    COMPUTC!  Books     COMPUTEI's  Gazette 

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MaiMng  Address: 

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Telephone:  919-275-9809 

Office  Hours:  8:30  AM  to  4:30  PM  Monday-Friday 

Chief  Executive  Officer  Robert  C.  Lock 

President  Gary  R.  hrgersoll 

Director,  Finance  &  Planning  Paul  J.  Megliola 

Comptroller  James  J.  Hurst 

Execvtfve  Assistant  Debi  Nash 

Assistant  Carol  Diekerson 


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The  COMPUTEI's  Gazette  subscriber  list  is  mnde  available  to  earefully 
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cating your  preference  to  receive  only  your  subscription. 

Authors  lit'  miinuscript.s  warrant  that  all  materials  submitted  to 
COMI'ini'.i'f.  CnzL^th'  are  original  materials  with  full  ow[iersliip 
rif^hts  resident  in  said  authors.  Hv  submiltinj;  ,uticles  toCOMPUTI'J'f 
Gii::t'tli'.  .uilhors  .u-kniiwled);(.'  that  such  iiuilL-ri.ils,  upon  accept. nice 
forputilicalion,  l>ecomi.'  llie  f\iliisive  pioperly  ol' COMPUTE!  i'ubli- 
cations.  Inc.  No  portion  ol  this  trui);.i/iiif  m.iv  be  reproduced  in  any 
form  without  written  peniiissiim  irom  the  puhlisluT.  Kiitire  contents 
copyright  ^'  l'>S.1,  COMPUTE!  I'ublicitioiis,  Inc.  I«^;hls  to  pniHr.ims 
developed  and  submitted  liy  authors  are  e\j)laiiied  in  uur  author 
contract.  Unsiilicited  uMleriais  notaccepteil  for  pobliciition  will  be 
returned  if  author  pro\idi'S  a  self-addressed,  stamped  envelope. 
Where  programs  are  included  in  an  article  sulmiission,  a  tape  or  disk 
must  accompany  the  submission.  Printed  listings  are  optional,  hut 
helpful.  Arltcles  should  be  furnished  as  tvped  cope  lupper  .mhI 
lowercase,  please)  with  double  spacing,  F.ich  article  page  should 
bear  the  title  of  the  article,  date,  and  name  of  the  autno'r,  COMPUTE! 
['utiiicilions.  Inc.,  assuiivcs  no  liiibilily  forcrn>rs  in  articles  or  adver- 
tisements. Dpiiiioiis  expressed  tiv  authors  are  not  necessarilv  those 
of  COMPUTE!  Publications,  Inc. 

ITT,  CH.M,  VlC-20,  and  Commodore  64  ,ire  trademarks  of  Commo- 
dore Business  .Machinev,  Inc..  and  or  Commodore  Electronics 
Limitc-d.  tlther  than  as  an  independent  supplier  of  i]ualitv  informa- 
tion and  M'n  ices  to  owner;-  and  users  of  Commodore  products, 
COMPUTE!  Publications,  inc.,  is  in  no  w.n'  .issociated  with  Lonitmi- 
dore  liusjness  Machines,  Inc.,  or  any  of  its  subsidiaries. 


^ 


spinnaker  Aerobics!  The  moreyou  do, 
tlie  less  you  liave  to  show  for  it. 


Spinnaker's  new  computer  fitness  program 
makes  shaping  up  fun  to  do.  And  makes  you 
feel  terrific. 
AER0SIC5  gives  you  everything  you  need.  Warm- 
ups,  stretches,  aerobics,  cool-downs.  It  lets  you  work 
on  overall  fitness.  Allows  you  to  concentrate  on  con-, 
ditloning  specific  parts  of  your  body  Or  both.  X_. 

Best  of  all,  you  can  exercise  on  your  own  sched-  f 
ule.  In  your  own  home.  For  as  long  or 
'_    ..^^*      as  little  as  you  like.  Whatever  works 


for  you. 
Whether  you're  a  beginner  or  already  In  great 
shape,  you'll  love  working 
out  with  Spinnaker  AEf^0BIC5. 
Which  nneans  you'll  do  It  more 
often.  And  have  even  less  to 
show  for  it. 

AER0BIC5  is  compatible 
with  Apple,"  Atari,"  and 
Commodore  64'"  computers 


SPffiNAK09 


We  make  learning  fun. 


lb  19Q3.  SfiiftfiflKr-r  5f>f twflfft  Corp.  ^ll  fights  roservo<3-  rtppic  and  Atari  arc  rcfjistprpi!]  ifddprnttrhs  o(  Apple  ComDutpr,  fnc  and  fttari,  Inc  fespecdveiv  CcmrrnjdDte  &4  13  a  irfldrmarK  of 
Commodofe  Ciettronkcs,  Ltd.  ACROftlCS  computer  progranri  J5  ^'^  trade  marhi  of  5|&i.nnaker  Softiware  Cofo 


GAZETTE  FEEDBACK 


EDITORS  AND  READERS 


Do  you  have  a  question  or  a  problem?  Have 
you  discovered  something  that  could  help  other 
VIC-20  and  Commodore  64  users?  Do  you  have 
a  comment  about  something  you've  read  in 
coMPUTEi's  GAZETTE?  We  Vfunt  lo  hear  from  you. 
Write  to  Gazette  Feedback,  compute['s  gazette, 
P.O.  Box  5406,  Greensboro,  NC  27403. 


1526  Printer  Recall 

I  have  recently  purchased  a  Commodore  1526 
printer  for  my  Commodore  64  computer  system.  I 
have  found  that  I  cannot  load  programs  from  my 
1541  disk  drive  while  the  1526's  power  switch  is  on. 
If  the  power  switch  is  on  and  I  attempt  to  load  the 
program,  the  system  lucks  up  after  a  short  period 
of  time  and  the  only  way  I  can  reset  the  system  is  to 
turn  off  the  computer.  Also,  programs  I  have  pur- 
chased which  require  repeated  accessing  of  sequen- 
tial or  relative  files  will  lock  up  the  system  if  the 
printer  is  on. 

The  dealer  who  sold  mc  this  equipment  assured 
me  that  this  was  normal  operation.  However,  I 
wrote  to  a  software  company  complaining  that  their 
software  was  not  working  correctly  with  my  printer 
and  they  advised  me  that  the  1526  printer  and  the 
1541  disk  drive  were  incompatible.  I  have  written  to 
Commodore  four  different  times  and  have  received 
no  reply. 

Are  you  aware  of  any  incompatibility  problem 
between  the  1526  printer  nnd  the  1541  disk  drive?  If 
so,  could  you  please  explain  what  tlie  problem  is? 
Do  you  have  any  idea  what  Commodore  plans  to 
do  to  resolve  this  problem? 

Gary  L.  Martin 

The  recently  introduced  Commodore  1526  printer  does 
indeed  suffer  from  serious  problems  when  used  witit  the 
1541  disk  drive — or  anif  dex?ice  on  the  serial  port.  Com- 
modore has  recalled  the  1526  from  dealers  and  instructed 
them  to  accept  returns  from  any  aistomers  expmencing 
problems. 

The  1526  is  an  80-cohimn  dot  matrix  printer,  similar 

10    COMPUTEI'S  Gazeth    JanuorYl984 


to  the  4023  printer  that  has  been  available  for  the  Commo- 
dore PETs  and  CBMs.  The  1526  appeared  on  the  market 
briefly,  then  rapidly  disappeared.  According  to  a  Commo- 
dore spokesperson,  the  1526  suffers  from  a  "firmware 
problem"  that  interferes  with  other  devices  plugged  into 
the  serial  port  (such  as  the  1541  disk  drive).  One  Commo- 
dore dealer  wrote  to  us  saying  that  in  some  caseSj  the 
problem  can  be  helped  if  the  equipment  is  siaitched  on  in  a 
certain  order  (in  general,  turn  on  the  64,  the  disk  drive(s), 
and  the  1526;  see  last  month's  "Gazette  FcedlTack"). 

If  this  does  not  help,  xue  recommend  returning  the 
printer  to  your  dealer  for  a  refund.  It  is  not  nonnal  opera- 
tion for  any  computer  system  to  lock  up  when  correctly 
interfaced  peripherals  are  being  used.  At  this  writing, 
Commodore  does  not  knoxo  when  the  1526  will  be  fixed 
and  remarketed.  Perhaps  it  will  fv  available  again  by  the 
time  you  are  reading  this. 

Reruns  For  Automaf  ic 
Proofreader? 

Before  I  received  the  October  1983  issue  of  COM- 
PUTEI's  GAZmr,  I  had  many  problems  getting 
programs  that  I  typed  in  from  the  magazine  to 
come  out  right.  When  1  read  and  used  the  "Auto- 
matic Proofreader"  it  did  help  me,  but  only  with 
the  programs  with  the  REM  statements  [Proof- 
reader checksum  numbers).  If  I  used  this  program 
lo  check  an  eariier  program  listed  in  your  magazine 
[without  the  checksum  numbers],  I  could  not  under- 
stand how  to  check  those  lines. 

Can  you  toll  mo  how  1  could  use  this  helpful 
checksum  program  with  these  other  programs? 
How  does  it  work,  and  how  can  I  figure  out  the 
REM  numbers  of  these  other  programs?  Do  you 
have  hiture  plans  to  relist  the  earUer  programs  listed 
without  the  checksum  numbers? 

Jeff  Cherkis 

In  the  September  issue  you  asked  for  feedback  on 
the  GAZFITE.  First  I'd  like  to  say  that  once  in  a  while 
a  magazine  jumps  out  in  front  of  the  pack,  some- 
times by  design  and  sometimes  by  doing  something 
lucky.  The  GAZETTE  did  it  with  the  program  "Proof- 


I' 


L*- 


■=% 


; 


VC- 


■* 


Introducing  Snooper  Troops  detective  series. 

Educational  games  that  turn 

ordinary  homes  into  Sherlock  homes. 


Where  can  you  find  educational  computer  games  that 
your  kld5  will  really  enjoy  playing? 

Elementary,  my  dear  Watson,  from  Spinnaker. 

Our5hOOPER  TR00P5"  detective  games  are  fun,  exciting 
and  challenging.  And  best  of  all,  they  have  real  educational 
value.  5o  while  your  Kids  are  having  fun,  they're  learning. 

As  a  Snooper  Trooper  your  child  will  have  a  great  time 
solving  the  mysteries.  But  It  will  take  some  daring  detective 
work.  They'll  have  to  question  suspects,  talk  to  mysterious 
agents,  and  even  search  dark  houses  to  uncover  clues. 

Luckily,  the  program  provides  your  kids  with  everything 
ttiey  need:  like  a  SnoopMobile,  a  wrist  radio,  and  a  5noopriet 
computer. 


5riOOPER  TROOPS  detective  games  help  your  children 
learn  to  take  notes,  draw  maps,  organize  and  classify  Infor- 
mation and  they  help  develop  vocabulary  and  reasoning 
skills.  All  while  your  kids  are  having  a  good  time. 

5o  if  you  want  to  find  educational  games  that  are  really 
fun,  here's  a  clue:  ask  your  local 
retailer  for  5M00PER  TR00P5 
computer 
games.' 


"Avdktatife  In  CisKs  for 
IBM,*  Atari,*  Apple,* 
CommodofffG4.'" 


Sl>^^iPP^?iill^!^l>l^ 


sPi/maK09 


We  make  learning  fun. 


ti  LtJflJ,  "ipinrMafMrf^riwflfeCwp  fliirigntspeMrvwi  flp(«t,  \X^'!^^^fi^W\  a^  e  i  egisterwi  tffl<3emsfk5  op  Apple  Coriipuierr.irit ,  inicnutiDrmi  Bij:.int'iLri.Kriim"tCorri  flrieiAi.Vi,  iiiL.i«spcttii.viv  Ccia':mflo:i'i?  tHi  j^  a  [rj^iiinjrh 
mt comfTnyiiwi'  p»cfMfihic»  I'mHetf  IinoOP'CM  iHOtJH^  ccnT^puipr  pJOQ/arn  15  a  tradema'K  ofipinnaho  ^oftwjpu  Cyrp 


'"-*.- 


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]\ 


It's  cold  on  top  of  the 
mountain.  But  the  view 
is  great  and  the  people 
are  pulling  for  you. 

So  you  pull  on  your 
gloves,  adjust  your 
goggles,  check  your 
bindings,  take  a  deep 
breath  and  you're  off. 

Now  the  clock  is 
running,  so  you'd  better 
concentrate  on  your 
technique.  Get  as 
close  to  the  gates  as 
you  can,  but  not  too 
close -contact  with  a 
slalom  pole  will  cost 
you  precious  penalty 
seconds.  Turn  too 
sharply  and  you'll 
come  to  a  stop. 
And  slalom  poles 
aren't  the  only  obsta- 
cles  m  your  path.  This  is  a 
the  rockT  ^^^e^ber,  so  look  out  for 

You  can  ski  around  them  Or 

jump  over  them -your  choice 
Just  don't  waste  too  many 
tenths  of  a  second  trying  to 
make  up  your  mindl 

Developed  by  Steven  Sidlev 

Avatlable  on  diskette  for 
your  Commodore  64 ' 


'.fe. 


There  are  those  who  say 
that  motocross  asks 
more  from  the  athlete 
than  any  other  sport. 

That  may  or  may 
not  be  true.  But  this 
much  is  true. 

Motocross!  is  un- 
like any  computer 
game  youVe  ever 
come  across. 

At  the  start/finish 
line  you  check  your 
gauges,  gun  your 
engine  and  surge  onto 
the  course. 

Through  the  cor- 
ners, up  the  hills,  into 
the  ruts  and  down  the 
straights  you  maneu- 
ver for  position  and 
try  to  beat  the  clock. 

Stay  ahead  if  you 
can.  But  whatever  you  do 
^^stay  on  the  course.  If  you  don't  one 
of  two  things  will  happen.  ^n  i,  une 

You'll  slow  down  and  lose 
valuable  seconds.  Or  worse 
you'll  wind  up  on  the  seat 
of  your  pants,  .  „- 

Who  says  computers  ^i 

don't  like  to  get  dirty? 


Developed  by  Jim  Rupp 
Available  on  diskette 
for  your  Commodore  64'" 


H  9a  an 


■•^- 


iCommpdofe  \ 


r 

7 


/8295  South  U  CieHegaf  B.lvcf.       / 
Indlewood,  C'A  9C^3Q1  (213)''2157b53SL 


reader"  by  Charles  Brannon  in  the  October  issue. 
What  more  can  I  say — fantastic — ^nd  now  for  a 
suggestion: 

Print /»s/  the  lir\e  number  and  checksum  iorall 
of  the  programs  in  your  previous  issues.  Example: 

120-147 
130-121 
elc. 

Why  bother?  Your  readers  will  love  you  and 
you'll  get  reader  loyalty. 

Stuart  B.Wahlberg 

We  have  received  many  Idlers  from  readers  compli- 
menting the  Autoniatic  Proofreader,  including  some 
letters  from  people  loho  said  they  had  never  got  a  program 
lo  ivork  correctly  iintU  they  used  the  Proofreader.  Almost 
every  letter  requested  checksum  numbers  for  programs 
previously  published  in  COMPUTEI's  GAZETTE.  Some 
people  wanted  to  know  how  to  compute  their  own 
checksum  numbers  for  these  earlier  programs;  they 
didn't  understand  lohy  the  checksums  appear  incon- 
sistent (i.e.,  short  program  lines  sometimes  have 
large  numbers  while  long  lines  sometimes  have  small 
numbers). 

We  also  received  a  few  letters  from  readers  who 
said  the  Proofreader  doesn't  work  and  neither  do  the 
programs  they  enter  with  it.  We'd  like  to  take  this 
opportunity  to  discuss  possible  problems  that  may  be 
encountered  when  using  the  Proofreader  to  enter  pro- 
grams, and  to  address  your  other  questions  arid  com- 
ments about  our  program  listings  as  well. 

First  of  all,  the  Automatic  Proofreader  does  work. 
Some  VIC'20  tape  users  had  problems  reLOADing 
programs  entered  with  tlie  first  version  of  the  Proofreader 
(see  November  "Bug-Swatter"  and  November/ December 
"Autotnatic  Proofreader").  But  even  this  problem  never 
affected  the  typing  or  checking  of  the  programs,  and  it 
was  immediately  corrected  in  the  next  version  oftlie 
Proofreader.  The  Proofreader  repeatedly  passes  all  in- 
house  testing,  and  mast  readers  we  hear  from  have  used 
it  with  success. 

Readers  experiencing  problems  with  the  Proof- 
reader should  carefully  check  their  typing  of  the  Proof- 
reader program;  as  zve  noted  in  October,  unfortunately 
it  can't  check  itseU  (although  the  current  version  does 
check  for  errors  in  the  DATA  statements).  If  you  make 
a  subtle  error  when  typing  the  Proofreader,  it  can  cause 
incorrect  results  when  using  it  to  check  other  programs. 
A  couple  of  readers  who  had  trouble  with  the  Proofreader 
sau)  no  difference  between  the  VlC-20  and  Commodore 
64  versions  published  in  the  October  issue  and  concluded 
that  we  mistakenly  published  the  same  iKrsion  twice. 
Both  versions  are  very  similar.  Hozoever,  they  are  not 
identical.  The  difference  is  the  fifth  DATA  element 
in  line  220.  To  reduce  confusion,  we  rcrurote  the 
Proofreader  so  the  same  version  now  ivorks  on  both 
computers. 

Assuming  the  Proofreader  program  itself  has  been 
entered  correctly,  ive  have  traced  most  of  the  problems 

1 4     COMPUTEI's  Gazelle    January  1 984 


some  readers  are  encountering  to  three  main  causes: 

•  Transposed  keystrokes.  Because  of  the  way 
the  Proofreader  checksum  numbers  arc  computed  (see 
below),  the  Proofreader  cannot  detect  transposition 
errors.  In  other  words,  if  you  type  PIRNT  instead  of 
PRINT,  tiie  Proofreader  won't  know  the  difference.  Of 
course,  this  particular  typo  would  result  in  a  7SYNTAX 
ERROR  AT  LINE  xxx  zohen  the  program  is  run,  but 
other  transpositions  might  not  cause  a  syntax  error. 
The  most  connnon  example  is  mimbcrs  in  DATA  state- 
ments. If  you  type  DATA  156  instead  of  DATA  165, 
the  Proofreader  still  thinks  everything  is  okay.  So  does 
the  computer.  You  probably  won't  get  an  error  message, 
but  the  program  won't  7Vork  rigiit.  Solution:  Be  extra 
alert  for  transposition  errors. 

•  Long  program  lines.  Normally,  you  can't 
enter  a  program  line  longer  than  80  characters  on  the 
Commodore  64  or  88  characters  on  the  VJC-20.  Hozo- 
ever, many  programmers  abbreviate  keywords  when 
writing  their  programs  to  save  typing  and  memory. 
When  the  programs  are  listed,  the  abbreviations  auto- 
matically expand  into  t  lie  full  keywords,  and  lines  longer 
than  80  or  88  characters  often  result.  The  only  way 
these  lines  can  be  typed  from  a  listing  is  to  use  the  same 
abbreviations  (see  "Simple  Answers  To  Common  Ques- 
tions" elsewhere  in  this  issue).  Since  the  Proofreader 
cannot  handle  abbreviations,  it  cannot  accurately  check 
these  lines.  Solution:  Use  abbreviations  to  type  long 
lines  and  carefully  check  the  typing  yourself.  Because 
long  lines  cause  so  many  problems  for  so  many  readers, 
xve  are  trying  to  eliminate  them  wherever  possible,  and 
we  urge  programmers  not  to  use  abbreviations  unless 
absolutely  necessary. 

•  Mistakes  in  listings.  Theoretically  these  should 
never  happen.  Theoretically.  But  sometimes  tiiey  do. 
We  receive  letters  from  some  readers  who  doubt  that  we 
test  programs  before  publication,  or  who  doubt  that  the 
programs  work  in  the  first  place.  However,  we  promise 
that  all  programs  do  work  and  are  tested.  (For  those 
u>ho  still  don't  believe  if,  proof  can  be  seen  in  the  screen 
photos  whicli  accompany  almost  all  programs  in  COM- 
PUTEI's GAZETTE — if  the  programs  don't  work,  or  if  we 
don't  try  them,  where  do  the  screen  photos  come  from?) 
After  testing,  the  listings  are  made  on  a  printer  directly 
from  disk  and  then  photographed,  not  retypeset.  In 
theory  this  should  produce  a  perfect  listing  of  the  program. 

But  in  practice  there  are  about  two  dozen  things 
that  can  go  wrong,  including  some  in  the  printing  proc- 
ess which  are  effectively  beyond  our  control  (see  this 
month's  "Bug-Swatter").  However,  most  listing  prob- 
lems are  within  our  control,  and  we  are  constantly 
striving  to  reduce  them  to  a  mininnim.  If  you  discover 
a  subtle  error  in  the  operation  of  a  program,  chances  are 
it  escaped  our  testing.  But  if  a  program  runs  obviously 
wrong  or  crashes  altogether  at  the  outset,  it  is  a  sure 
sign  of  a  typo — introduced  either  during  the  listing 
process  (us)  or  the  typing  process  (the  user).  These 
tyf>os  are  extremely  hard  to  track  down.  Upon  receiving 
the  first  complaints,  toe  immediately  test  the  program 


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TOU  CAN  PLA^  FROGGER" 
.c^ATTOURPAD. 

FROGGER  is  one  of  the  all-time  great  award- winning  home  video 
games.  And  now  Parker  Brothers  has  programmed  it  into  m 
^  all  the  most  popular  video  and  computer  formats  so  you  can  IB 
■  keep  things  hopping  in  your  own  home. 

Catch  Frogger  along  with  POPEYEr 
-  Q^bert/TUlMKHAM'"  and  SUPER 
COBRA™  where  you  buy  your  video  and  com-  '[^B4RKER  M 
puter  games.  You'll  find  it  absolutely  ribbitting.  BROTHERS  ^i 

ColM-oVidKjn  19  J  irjtlcroark  uf  C«l«o  tridiisirk'S.  Im.  (;  ISi(0 1'jrktt  Broiher*.  Beviil^  Mrt  OUIS.  Intefliviikxi  ii  9  tcnilcmuk  nf  Mittel.  Inc.  Cwmnudore  VIC  20  and  CommftdiMc  64 
ate  Ifjiknutkj  t>(  CoiTtmodiMP  Business  Maelitncs.  In.;.  Tfxh»  liiiSnimciils  SSMA  1«  a  ttKfirojrk  ot  Tex.is  InnnimcMs,  Int.  Alati,'  Atari  VtJi-n  Cnrriputer  Syaieni."  Atari  ^OO(80Oi*OOXL- 
ailil  Ataifi  BZW  VidiM)  Ganw  Svsiem  are  tradeiiMcks  ut  Alsii,  Tiy.     "TM  dfiijtiialtfs  a  trademark  «f  SWfta  Enltipriwi.  liK.  c  JSM  Stm  Knrctptisufs.  Itic. 


from  our  archive  disks.  So  far,  a  program  has  never 
failed  to  run.  Unforhmatdy,  all  this  tells  us  is  that  the 
typo  happened  sometime  after  we  tested  the  program, 
saved  it  on  disk,  and  made  the  listing.  Unless  we  can 
find  a  discrepancy  between  our  workuig  copy  of  the 
program  and  our  published  listing,  we  cannot  assume 
an  error.  We  are  often  guided  in  these  cases  by  reader 
feedback.  If  we  receive  a  large  number  of  similar  com- 
plaints about  a  certain  program,  we  strongly  suspect 
something  went  wrong  at  our  end.  But  if  some  readers 
tell  MS  a  certain  program  works  fine,  while  others  say  it 
does  not,  it  is  difficult  for  us  to  conclude  the  first  group 
of  readers  somehow  made  a  typo  that  just  happened  to 
correct  the  alleged  typo  we  made.  Solution:  If  a  program 
docs  not  work,  and  neither  you  nor  a  proven  copy  of  the 
Proofreader  can  find  an  error,  write  or  call  us  to  describe 
the  exact  nature  of  the  problem.  Perhaps  zve  loUl  have  a 
fix,  or  can  report  that  other  readers  are  having  no  trouble 
with  the  program. 

Noio  (0  address  your  other  questions.  The  Proof- 
reader, of  course,  requires  you  to  compare  the  number 
which  appears  at  the  top  of  the  screen  to  the  checksum 
number  in  the  program  listing.  SitKe  previously  pub- 
lished progratns  lack  these  checksum  numbers,  you 
cannot  check  them  with  the  Proofreader.  Nor  can  you 
compute  your  own  checksum  numbers.  The  computer 
which  makes  our  listings  automatically  generates  the 
checksums  by  adding  the  ASCII  values  of  all  the  charac- 
ters in  a  line  and  storing  the  sum  in  a  single  byte.  Since 
one  byte  holds  the  sum,  the  checksum  never  exceeds 
255.  Ifthesuir.  is  greater  than  255 ,  the  byte  "rolls  over" 
past  zero.  For  example,  240 -i- 20  =  4  (a  principle  well 
known  to  machine  language  programmers).  That  ex- 
plains why  some  short  program  lines  have  large 
checksum  numbers  a)ui  vice  versa.  (Incidentally,  it  also 
means  that  there's  a  tiny  chance  that  two  or  more  typos 
in  a  line  could  cancel  each  other  out  and  yield  a  correct 
checksum  match.) 

Even  if  you  manually  computed  your  own  check- 
sums this  way,  they  would  be  meaningless,  since  they 
would  be  throxvn  off  by  any  errors  in  the  line.  The 
checksum  must  be  computed  from  a  working  version  of 
the  program,  as  our  listing  computer  does. 

Several  readers  have  asked  us  to  republish  tine 
numbers  of  earlier  programs  with  just  the  checksum 
numbers  appended  (there  is  not  enough  space  fo  reprint 
the  programs  and  articles  in  their  entirely).  That  way, 
you  could  check  for  typos  in  programs  you  typed  in 
months  ago  but  never  got  to  work.  We  are  considering 
this  and  will  do  so  if  there  is  enough  demand.  Let  us 
know  how  you  feel. 

Copyright  Q.uestions 

I  have  a  few  questions  about  the  programs  listed 
in  your  magazine.  Can  1  photocopy  them?  Photo- 
copy machines  are  in  libraries  and  about  every- 
where else.  I  once  read  a-news  clipping  where  the 
courts  have  ruled  that  it's  okay  to  photocopy  some- 
thing for  your  own  personal  use  and  files.  Is  this 

16     COMPUTEt'i  Gaiafte    Jonuor>'19a4 


SO?  What  is,  and  what  is  not  public  domain?  Can 
I  use  the  programs  listed  in  COMPUTEI's  GAZETTE 
at  my  place  of  business  as  well  as  my  home? 

Clarence  C.  Hogan 

Everything  in  COMPUTEI's  gazette  is  copyrighted, 
and  nothing  is  in  the  public  domain  unless  specifically 
stated.  This  is  true  of  virtually  all  magazines  and  books, 
unless  they  specify  otherwise.  This  meatis  that  programs 
you  type  in  from  a  magazine  or  book  which  you  have 
purchased  are  for  your  personal  use.  You  may  not  sell 
the  programs  in  any  form,  or  give  copies  to  people  ivho 
have  not  purchased  the  same  book  or  magazine  issue. 
Both  parties  are  liable  if  this  federal  law  is  broken.  Photo- 
copies are  fine  as  long  as  they  are  for  your  personal  use. 
You  can  use  the  programs  at  your  palace  of  business 
with  the  saine  restrictions. 

From  VIC  To  64 

I  own  a  VIC-20,  but  have  decided  to  purchase  a 
Commodore  64.  I  would  like  to  know  if  you  could 
answer  some  questions.  First,  are  all  the  cartridges 
made  for  the  VIC-20  compatible  with  the  64?  Sec- 
ondly, can  machine  language  be  used  directly  on 
the  64?  I  heard  that  it  can  be  used  on  the  VIC-20, 
but  you're  better  off  buying  some  kind  of  software 
on  cartridge.  Does  the  Commodore  64  need  any 
additional  software  to  run  machine  language 
easily?  Thirdly,  do  you  know  where  I  can  write  to 
Commodore  to  obtain  information  about  software, 
hardware,  maintenance,  etc.,  pertaining  to  their 
products?  Any  information  you  can  give  me  would 
be  appreciated. 

Brian  Cummings 

No  cartridges  for  the  VIC-20  are  compatible  with  the 
Commodore  64,  or  vice  versa.  The  cartridge  ports  (where 
you  plug  in  the  cartridges)  are  different  sizes  on  the  64 
and  the  VIC.  Even  if  you  could  make  (he  cartridges  fit 
the  slot,  the  programs  encoded  in  the  cartridges  would 
not  be  compatible. 

Neither  the  VIC  nor  the  64  needs  any  additional 
software  to  run  machine  language  programs.  Machine 
language  is  the  native  language  of  all  computers— the   . 
language  with  which  they  "think."  BASIC,  on  the 
other  hand,  is  a  foreign  language  to  computers  (just  as 
it  is  to  people)  and  must  be  interpreted  internally  before 
the  computer  can  understatul  the  instructions.  Machine 
language  programs  can  be  loaded  and  run  directly  fro7n 
tape,  disk,  or  cartridge  with  either  the  VIC  or  64.  A 
machine  language  program  can  even  be  loaded  into 
memory  by  a  BASIC  program  with  the  POKE  statement . 
It  call  then  be  run  with  the  SYS  or  USR  commands. 

However,  to  write  machine  language  programs  on 
a  VIC  or  64,  you  generally  do  need  additional  software. 
In  theory,  you  could  get  by  without  it  by  laboriously 
converting  the  machine  language  instructions  into 
decimal  numbers  by  hand  and  then  POKEing  them  into 
memory  with  BASIC.  For  short  routines  this  might 
work  out.  But  for  more  ambitious  programs,  most  people 


HOW  TO 

GET  Q'BEKTOUT  OF 

TOUR  SYSTEM. 


If  you've  been  wanting  to  play  Q^bert,  but  haven't  been  able  to  find  it  available 
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today  And  wnile  you're  there,  check  out  Parker 
Brothers'  POPEYEf  FROG^ER;"  TUTANKHAM;" 
and  SUPER  COBRA.™  All  the  great  Arcade  Action  '^ 
games,  now  in  all  the  great  home  formats. 

CotemViWM  » I  iwfcmirii  of  CoIko  lainlnM,  [ac  C 1983  Pakcr  Brattnts.  BoTriK  MA  0I91S,  hlf  lli™oBinti»kl»A  oiMJltel  Inc.  Cesmatet  VIC  a  jaJ  Canmodat  64  at  trattaaita  of  Coomoilore  BmioeB  Mxtow. 
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i 


who  value  their  sanity  prefer  to  use  a  monitor  or  ati 
assembler  to  write  machine  language.  Sotne  computers 
(such  as  the  earlier  Commodore  PETs  and  the  Apple) 
have  built-in  monitors,  but  consumer  computers  aimed 
at  the  home  market  generally  do  not.  Most  people  find 
that  assemblers  are  the  easiest  way  to  write  machine 
language,  especially  if  their  previous  programming 
experience  is  with  high-level  languages  such  as  BASIC. 
Monitors  and  assemblers  are  available  on  cartridge, 
tape,  ami  disk  for  cither  the  VIC  or  64.  To  learn  more 
about  monitors,  assemblers,  and  machine  language,  see 
"Machine  Language  For  Beginners,"  a  regular  monthly 
column  in  COMI'U'I'El's  GAZETTE. 

To  write  to  Commodore  for  more  information  about 
its  computers  and  other  products,  use  this  address: 

Commodore  Business  Machines,  Inc. 
noo  Wilson  Drive 
mstatestct;I'AT93SO 

For  maintenance  information,  you  might  try  this 
address: 

Commodore  Service  Center 
950  Airport  Road 
Westchester,  l^ A  19380 

An  authorized  Commodore  dealer  in  your  area 
tnay  also  he  able  to  answer  your  inquiries.  You  can  call 
1-408-727-3754  for  repair  cost  and  full  service  informa- 
tion. Commodore  also  offers  a  customer  assistance 


number,  1-215-436-4200.  As  of  this  ivriting,  Conmto- 
dore's  toll-free  customer  assistance  number  is  no  longer 
active. 

Expanded  VIC  Memory 

I  have  a  Commodore  VIC-20  computer  and  would 
like  to  know  what  you  mean  when  you  say  (before 
a  long  program)  "for  VIC-20  expanded  to  8K." 
Does  this  mean  total  RAM  or  user  RAM?  With  my 
Super  Expander  cartridge  I  have  8K  total  RAM 
(the  VIC  has  5K,  and  my  expander  adds  an  addi- 
tional 3K  of  RAM).  I  would  like  to  know  if  1  can 
now  run  some  of  your  programs  which  say  this. 

Steve  Medendorp 

All  VICs  have  the  built-in  5K  of  Random  Access  Memory 
(RAM),  so  when  we  say  "for  the  8K  expanded  VIC-20," 
toe  are  referring  to  the  8K  expansion  memory  only,  hi 
other  words,  you  would  need  an  8K  expansion  cartridge. 
Similarly,  "16K  expanded  VIC"  means  a  VIC  with  two 
8K  cartridges  plugged  into  a  motherboard  or  one  16K 
memory  expander,  and  "3K  expanded  VIC"  means  the 
Super  Expander  or  another  3K  expansion  cartridge  is 
required.  Occasionally  we  publish  a  program  that  spe- 
cifically requires  the  Super  Expander  because  it  adds 
special  graphics  commands  to  the  VIC  as  well  as  3Kof 
RAM.  We  try  to  make  most  of  the  programs  we  publish 
run  on  unexpanded  VICs  so  the  greatest  number  of 
readers  ca?t  use  them. 


Commodore®  owners: 
THE  FUTURE  IS  HERE . . .' 


MS* 


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up/down  mode,  and  more,  II  responds  to  all  of  the  standard  commands  (PRINT  #.  OPEN,  CLOSE,  etc)  to 

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ONLY  $119,00  Complete.  (Additional  ROMs  are  available  il  you  should  ever  change  printers). 

THE  CONNECTION  PROVIDES; 

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3)  Complete  Built  In  self  test. 

4)  Printer  reset  switch). 

5)  Adds  Skip  over  poll,  margin  set,  programntabte  line  length,  program 
list  format  commands  to  your  printer. 

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IRICrD 


1342B  RT  23 

BUTLER,  NJ  07405  201-838-9027 


:-  (M-iBM  I  mmwwm 


VIC  Memory  Expansion 

Is  it  possible  to  add  more  than  24K  to  the  VIC-20? 

Charles  Q.  Berkey,  Jr. 

Yes  and  no.  The  VlC-20  has  4K  ofRivuhm  /larss 
Memanj  (RAM)  buiU  in,  af  409B  fo  8191  (hex  $1000- 
IFFF),  plus  1 K  for  overhead:  pointers,  the  stack,  and  so 
on,  for  a  fatal  of5K  RAM.  You  can  buy  memory  ex- 
panders which  add  3K,  8K,  16K,  or  24Kfrorn  Commo- 
dore or  third-party  )na)nifncturers. 

If  you  pro;^ram  in  BASIC,  24K  is  the  most  memory 
yon  can  add  to  your  5K  VIC.  If  you  use  machine  lan- 
guage, you  can  add  up  to  35K,  for  a  total  of40K. 

The  first  thing  you  fiave  to  rcmcjnher  when  yon 
add  memory  is  that  a  VIC  has  otdy  one  expansion  port. 
That  means  if  you  own  an  8K  expander  and  want  to 
add  8K  more,  yon  have  two  choices.  You  can  buy  memory 
chips  and  rewire  your  expansion  cartridge  (jiot  recom- 
mended unless  you  k)iou'  exactly  what  you  are  doing). 
Or  yon  can  buy  a  multiple  cartridge  board  "mother- 
board" that  alioios  you  to  plug  more  than  one  cartridge 
into  the  expansion  port.  It  is  simdar  to  an  electrical 
extension  cord  you  nnght  use  in  your  home.  Often  these 
motherboards  have  switches  so  you  can  select  one  or 
more  cartridges  which  are  plugged  in.  (For  example, 
you  could  "sxoifch  off"  the  memon/  cxpaiuiers  witliout 
physicalhf  nnpln;^giitg  titem,  i)i  case  you  want  to  run 
a  program  that  is  designed  exclusively  for  the  unex- 
panded  VIC.) 

Memory  can  be  added  to  the  VIC  in  the  following 
blocks: 

3K  1024-4095  (S040t)-OFFF) 

8K  8192-16383  ($200()-3FI-F) 

8K  16384-2457S  ($4000-5  FFD 

8K  24576-32767  ($6O0O-7FFF) 

8K  40960-49151  ($A0OO-BFFF) 

Adding  expansion  memory  to  the  VIC  can  cause 
complications,  howeivr.  If  you  plug  in  the  3K  expander, 
screen  memory  (7680-8191  in  tite  unexpanded  VIC) 
remahis  in  the  same  place  (7680-8191).  But  if  yon  add 
more  than  3K,  screen  memory  moves  to  4096^607. 
This  can  result  in  compatibility  problems  with  some 
programs  written  for  the  unexpanded  VIC. 

Whether  your  VIC  has  5K  or40K,  it  wants  to  put 
BASIC  programs  in  a  continuous  section  of  memory. 
The  BASIC  program  goes  at  the  bottom,  followed  by 
free  memory  and  variables  (at  the  top  ofmenwry).  When 
you  add  8K  or  more,  any  memory  below  screen  memory 
(4096)  becomes  invisible  to  BASIC.  That's  ivhy  only  a 
maximum  24K  can  be  added  for  BASIC  programming. 

Once  you  add  memory  to  locations  8192-32767, 
the  other  menuyry  expansion  is  available  only  in  machine 
language  (or  PEEKs  and  POKEs). 

What  Is  A  Utlliiy? 

What  is  a  utility  program?  Does  this  type  of  soft- 
ware make  it  easier  to  program? 

Fred  Soderlund 


A  utility  IS  a  program  that  programmers  use  for  a  specific 
purpose.  Many  utilities  provide  new  BASIC  commands 
or  disk  commands.  For  example,  let's  say  you  want  to 
add  a  menu  to  a  program  you  have  written.  If  you  already 
have  a  program  that  makes  mouts,  you  could  add  it  to 
your  program  di/  typing  it  in  line  by  line.  But  if  you 
own  a  utility  with  an  append  command,  you  simply 
merge  the  two  programs — luhich  results  in  a  lot  of 
saved  time. 

If  both  programs  use  lines  900-1000,  you  could 
get  around  the  pwoblem  with  a  RENUMBER  utdity 
which  cha)jges  the  line  nund^ers  (you  would  hare  to 
RENUMBER  before  you  append).  If  both  programs  use 
the  variable  DN  and  R$,  you  could  use  a  utility  which 
searches  the  programs  and  tells  you  which  variables  you 
used  and  where. 

If  you  use  certain  routines  in  many  programs 
(readin;^  tiie  joystick,  figuring  compoumi  interest,  etc.), 
a  utility  can  save  you  time. 

Some  utilities  contain  certain  commands  that  work 
only  with  disk  drives  or  pri)iters.  Certain  connnands 
will  be  most  useful  to  a  machine  language  prograinmer 
(for  example,  copying  one  block  of  memory  to  niwther, 
or  hex  to  decimal  conversions).  Other  utilities  are  de- 
signed to  help  you  write  programs  with  graphics  or 
sound  routines. 

Utilities  are  programming  tools.  Their  usefulness 
depends  on  ivhat  they  do  and  what  you  need.  If  you  arc 
just  getting  into  programming,  you  probably  don't 
need  many  progrannning  tools.  But  as  you  start  writing 
larger  and  nwre  complex  programs,  you  will  find  that  a 
collection  of  the  right  utilities  can  save  you  lots  of  time 
and  work.  U I  Hi  ties  are  sold  commercially,  and  many 
public  domain  utilities  are  available  for  free  through 
local  user  groups.  Also,  nearly  every  issue  of  COMPUTB's 
GAZETTE  jjicludes  ready-to-iype  program  listings  for 
useful  utUities.  91 


Subscriber  Services 

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pleose  call  the  Toll  Free  number  listed  below. 

COMPUTEJ's  Gazette 
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In  NC  919-275-9809 


COMPUTErs  Gaielle    Jonuar/1984     19 


HOTWARE 

A  Look  At  This  Month's  Best  Sellers 
And  The  Software  Industry 


Kathy  Yakal,  Ediiorial  Assistant 


■ 

This 

Last 

This 

Last 

Month 

Month 

Month 

Month 

Commod  ore  64  Entertainment 

VIC-20  Entertainment 

1 

I'oil  Aihicili/ime (Synapse) 

2 

1      Gridninncr  (HgsW  arc) 

1 

2 

juuipmmi  (Epyx) 

1 

2      S//rt/;;Hs{HesWare) 

3 

3 

Temple  ofApslmi  (Epyx) 

3. 

3      Chopliftcr  (Creative) 

2 

4 

ftv^j^er  (Sierra  On-Li  ne) 

4 

4      Temple  ofApshai  (HesWare) 

4 

5 

Planetfall  (Infocom) 

10 

5      Crush,  Crumble  and  Chomp  (HesWa  re 

)      - 

6 

ChopUfter  (Creative) 

~ 

6      ylmoJt(UMI) 

10 

7 

Cridruiiwr  (Hes  Ware) 

7 

7      Predator  (HesWare) 

9 

8 

Neutral  Zone  (Access) 

5 

8      Escape  MCP  (Comm*Data) 

9 

Simnl  ofFargoal  (Epyx) 

6 

9      Extcrnunator{N\xiekop) 

7 

10 

Shamtis  (HesWare) 

- 

Commodore  64 
Home/Buslness/Utility 

VIC-20  Home/BustnessAJtility 

1      Quick  Brown  Fox  (Quick  Brown  Fox)         1 

1 

WordPro. I  Plus/64  With  Spell  Right 

2      Turtle  Graphics  (HesWare) 

2 

(Professionai) 

1 

3      HESWrtfcr  (HesWare) 

3 

2 

Quick  Brouni  Fox  (Quick  BrcJwn  Fox) 

2 

4      HESMon  (HesWare) 

4 

3 

MFi-fc(MSoft) 

11 

5     Household  Finance  (Creative) 

5 

4 

Money  Manager  (Timeworks) 

5 

6      Practicak 

5 

PracHcak  (Computer  Software 
Associates) 

4 

(Computer  Software  Associates) 

— 

6 
7 

Cfl/cRcsH// (Handic) 

Data  Manager  (Timeworks) 

— 

VIC-20  Educational 

8 

Electronic  Chcckkrok  (Timeworks) 

6 

1       Touch  Typing  Tutor  (Taylormade) 

1 

9 

PaperClip  (Batteries  Included) 

8 

2      Primary  Math  Tutor  (Comm*Data} 

- 

10 

Oracle  (Batteries  Included) 

_ 

3      Type  Attack  {Sirius) 

2 

Commodore  64  Educational 

4      Gotcha  Math  Games  (Comm*Data) 

5 

5      Hangman/Hangmath  (Creative) 

4 

1 

Facemakey  (Spinnaker) 

4 

2 

Fraction  Fever  (Spinnaker) 

- 

3 

Up  For  Grabs  (Spinnaker) 

3 

4 

5 

Prinum/Math  Tutor  (Comm*Data) 

5 

Dungeons  of  the  Algebra  Dragons 

(Timeworks) 

~ 

6 

Khidercomp  (Spinnaker) 

1 

7 

Touch  Tifping  Tutor  (Taylormade) 

2 

20     COMPUTEI's  Gazolle    January  1984 


Dofft  letprice  getinflie  wsQT 
of  owning  a  quality  printer. 


Adding  a  printer  to  your  computer  makes 
sense.  But  deciding  wliich  printer  to  add  can  be 
tricky.  Do  you  settle  for  a  printer  with  limited 
functions  and  an  inexpensive  price  tag  or  buy  a 
more  versatile  printer  that  costs  more  than  your 
computer?  Neither  choice  makes  sense. 

Here's  a  refreshing  option— the  new,  compact 
STX-80  printer  from  Star  Micro nics.  It's  the  under 
$200  printer  that's  whjsper-quiet,  prints  60  ops 
and  is  ready  to  run  with  most  popular  personal 
computers. 

The  STX-80  has  deluxe  features  you  would 


expect  in  higher  priced  models.  It  prints  a  full  80 
columns  of  crisp,  attractive  characters  with  true 
descenders,  foreign  language  characters  and 
special  symbols,  it  offers  both  finely  detailed  dot- 
addressable  graphics  and  block  graphics. 

And,  of  course,  the  STX-80  comes  with  Star 
Micronics'  180  day  warranty  (90  days  on  the 
print  element). 

The  STX-80  thermal  printer  from  Star 

Micronics.  It  combines  high  performance  with 
a  very  low  price.  So  now,  there  is  nothing  in 

L^  the  way  of  owning  a  quality  printer. 

^     '  *M*nurDctur«r'a  auQgesled  letBll  price. 


Biitronici'iiK 

TIC  POWER  BEHINDTHE  PfUHTED  WORD. 

Coni|)ut*rP«rtph«nli  ffiviakM 
P.O.  Boi  ft121»S,  Dkllu/FI.  W«  th  Aiimrt.  TX  7S2a  t  (2M)  AMMil 


COR^ 


Hie  newSlX-80  printer 


for  only  $199: 


;■  ?■ 


■  T^'  -'t^.T- 


'°-sr 


J)4'  «i  /r-'-v*i'i?^ii'?>cJ5W-fc.-.'>';.-a>,;i'-5  ^ 


•^^ 


^tm^ 


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co^jtfoS 


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-TO 


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_-.(f-'^^-..:-,r 


,-r''.''>'?iV;,>'?"'-:i 


i'^'-V,'   ■:.■!'."*■•  >*■-■-'! 


'■^^ 


■Hit  ■'r^'/^.-Tv-'"'r  -  -  ii^^*'^^' 


Now  the  excitement  of  original 
arcade  graphics  and  sound  effects 
comes  home  to  your  computer 

Introducing  ATARISDFT^"  A  new 
source  for  computer  software. 

If  you  own  a  Commodore  VIC  20 
or  64,  a  Texas  Instruments  99/4A,  an 
IBM  or  an  Apple  1 1 ,  you  can  play  the 
original  arcade  hits, 

DONKEY  KONG  by  Nintendo, 
CENTIPEDE!"  PAC-MAN.  DEFENDER, 
ROBDTRON:  20B4,  STARGATE  and 
DIG  DUG.  [On  the  Tl  99/4A  you  can 
also  play  Protector  II.  Shamus.  Picnic 
Paranoia  and  Super  Storm.] 

So,  start  playing  the  original  hits 
on  your  computer: 

Only  from  ATARISOFT 

Some  games  also  available  on 
ColecoVision  and  Intellivision. 


Now  your  computer  fits 
the  arcade  hits. 

DONKEVKONG.  Mana  rmrtMIM  TEND  Dora  IroiJDmsrts  and  O 
Ninuifido  t9D1. 1963,  WC-MAN  iini  charsctar^  are  IrademortB 
o(  Bolty  Mitlwoy  Mf a  Co  rjulilicoriBeii  toAuin.  Inc  byNamcD- 
Amenco-  Iric  DEFENOER  is  b  traiinmark  nf  WiNin'ira  Electronics, 
Enc  ,  mafTuf  flcUJrtftJ  unrffir  dcensff  f  rom  WiEliamti  Elt-ctrorncs  Inc 
HOBO  IRON  SDB4  is  a  t/-BiJan>artt  and  C  o(  Wiikonis  1932,  manu, 
faceup  under  license  (ram  Williams  Elaclronics.  Inc  STARGATE 
IS  a  crademflrt  and  O  of  Wiliams  1 9ai,  monufactured  under  license 
from  WiKiams  Elecwmics,  Inc.  DIG  DUG  rs  treated  and  designed 
byNamcoLtd  manufactured  under  l-cense  by  Atan  (nc  Trade- 
maftiandOMamcoigss  PROiECTORlhso Irademarti of Syti- 
apse  Software  Corporalion,  m^ulacUired  under  Itcen&e  by  Atari. 
fnc,  SHAMUS  IS  a  t/-adomajSi  of  Synapse  Software  Corporatiorv,  ' 
mantrf  actured  under  license  hy  Aijjn.  Inc  PICNIC  WRANOIA  is  a 
trfidemar^  of  Synopnn  Softwore  Corporation,  monuf  octurad  by 
Atan  Inc  SUPER  STanfl^sengnMml  and  designed  by  SynaiiES 
Software  CorooralJOn.  manufoetured  under  licenn  by  Atan,  Inc. 
ATARISOFT  '  products  ore  manufitctured  by  Atan,  Inc  (or  use  on 
the  above  refenj^ccd  nvfcbines  and  a^e  not  made.  Iicen.sed  or 
approved  by  t^e  manufactur erri  of  these  macfitfies  COMMODORE 
BA.  \/IC20.  TEXAS  INSTRUMENTS  99/4A,  IBM.  APPLE  CQLE, 
COVISION  and  INTELLIVISION  are  respectwely  trademarks  of 
ComfnodofB  Electronics  Limited,  Texas  tnsiniments.  International 
BLSiness  lilachines  Corp  .  Apple  Computet;  Inc.,  Coleco  Industries. 
Inc  and  Mattel.  Inc  A  OWiirner  Cornmunications  Company 
C19S3  Atiin.  Inc  All  right*^  reserved 


Complete  this  coupon  and  well  keep  you 
up  to  date  on  the  newest  hits  from 
ATARISOFT'" 


Address 


City 


State 


Zip 


Telephpne 

PRODUCT  OWNED:  (Check  one) 

1  n  r\-B9/AA  5\~\  CommodDre 

Vic20 

sQlBMRC  6 n  Intellivision 

s\~\  Commodore 64      yQj  Apple II 

4  Q  ColecoVision  B  Q 

Mail  to: 

Atari.  Inc,  RD.  Box 2943, 

So.  San  Francisco.  CA  94080.  asm  b 


SIMPLE  ANSWERS  TO  COMMON  QUESTIONS 


TOMR.HALFH ILL,  EDITOR 


Each  mouth.  COMPUTEI's  GAZEiTE  u'ill  tackle  some 
questions  commonly  asked  by  new  ViC-20ICommodorc 
64  users  and  bi/  people  shopping  for  their  first  home 
computer. 


these  lines.,  indeed,  the  problem?  If  so,  is  there 
any  way  to  type  these  lines  and  get  these  programs 
to  work?  Why  didn't  you  test  the  programs  first 
to  make  sure  they  worked? 


OLb  I  have  a  1541  disk  drive  and  a  friend  has 
one  of  the  older  1540  disk  drives.  Is  there  any 
problem  in  trading  disks  back  and  forth? 

fXa  Yes,  there  is  a  potential  compatibility  prob- 
lem. If  you're  merely  reading  from  each  other's 
disks,  you  should  be  safe.  But  writing  to  them  could 
be  hazardous  to  the  files  stored  on  the  disks. 

The  reason  is  that  the  1541  disk  drive  runs 
slightly  slower  than  the  1540,  In  our  experience,  the 
difference  is  insignificant  when  reading  disks  for- 
matted on  one  drive  or  the  other.  But  if  you  try  to 
write,  the  speed  difference  could  cause  adjacent 
blocks  of  data  to  be  overwritten. 

The  1541  drive  can  be  accelerated  to  the  1540's 
speed  by  entering  this  statement; 

CLOSE15:OPEN15,8,15,"UI  ~  " 

This  makes  it  safe  to  write  to  a  1540  disk  on  the 
1541  drive.  To  restore  the  1541 's  original  speed,  ini- 
tialize the  disk  or  enter: 

CLOSE15:OPEN15,8,15,"UI  +  " 

(Notice  that  "UI  -  "  speeds  up  the  drive  and 
"UI  +  "  slmos  it  down.  This  syntax  might  be  the 
opposite  of  what  you'd  expect,  but  it's  straight  from 
pages  8-9  of  the  VlC-ISil  User's  Manual.) 

Unfortunately,  you  can't  slow  down  a  1540 
drive  the  same  way,  so  it's  risky  to  write  to  1541 
disks  on  the  1540.  lif  you  use  both  kinds  of  drives  or 
frequently  swap  disks  with  someone  who  uses  a 
different  drive,  you  should  mark  all  your  disks 
"1541"  or  "1540"  to  avoid  problems. 

Ol  ■  Some  programs  in  your  magazine  I  cannot 
get  to  run,  and  I've  traced  the  problem  to  certain 
lines  which  are  very  long.  I  type  the  line  exactly 
as  printed  in  the  listing,  but  when  I  press  RE- 
TURN and  re-LIST  the  line,  only  part  of  it  is 
there — (fie  rest  was  chopped  off  somehow.  Even 
the  "Automatic  Proofreader"  doesn't  help.  Are 

24     COMPUTEI's  Gazelle    January  1984 


SiXm  You've  zeroed  in  on  a  problem  which  seems 
to  have  troubled  many  other  readers.  Until  a 
number  of  similar  letters  and  phone  calls  came  in, 
we  had  not  realized  how  many  readers  are  un- 
familiar with  BASIC  line-length  limits  and  with 
the  use  of  keyword  abbreviations  to  solve  the 
problem.  Nor  had  we  realized  how  many  pro- 
grammers routinely  use  long  lines  in  their 
programs. 

The  problem,  as  you  deduced,  is  that  certain 
lines  are  too  long  to  type  in— at  least,  too  long  to 
type  in  normally.  But  there  is  a  way  to  enter  them. 

Normally,  the  Commodore  64  does  not  allow 
entry  of  BASIC  lines  which  exceed  80  characters 
(two  screen  lines).  The  VIC-20's  limit  is  88  charac- 
ters (four  screen  lines).  If  you  type  in  more  char- 
acters than  these  limits  allow,  the  extra  characters 
will  be  discarded  when  you  press  RETURN.  Un- 
fortunately, the  computer  does  not  warn  you  that 
the  One  has  been  truncated.  If  you  re-LIST  the 
line,  you'll  see  the  difference,  but  most  people 
don't  find  out  until  they  attempt  to  RUN  the  pro- 
gram for  the  first  time.  The  program  cither  fails  to 
run  properly  or  crashes  altogether,  often  with  a 
cryptic  error  message  as  the  only  clue.  The  prob- 
lem can  be  hard  to  isolate,  especially  for  nonpro- 
grammers.  Frustrated,  many  people  blame  a  bug 
in  the  program  or  the  listing  and  give  up. 

But  the  problem  is  easy  to  fix  once  discovered. 
The  trick  is  to  enter  the  long  line  as  the  program- 
mer did  when  he  or  she  wrote  the  program. 

In  an  appendix  of  the  user  manual  which 
came  with  your  VIC  or  64  is  a  table  of  keyword 
abbreviations  (a  summary  of  the  most  commonly 
used  abbreviations  appeared  in  last  month's 
"Horizons:  64"  column).  Abbreviations  allow  you 
to  enter  BASIC  keywords  without  typing  all  the 
characters.  Usually  an  abbreviation  consists  of  the 


nd  **f ITrssro®****:^^-^ 


,od\f^9 


se^< 


UVK*- 


com 


,edi*'' 


3- 


^ijage 


MS 


Wia^^' 


°^Gfade&'^        ,ogtat"^^lo^5 


00. 


seU 


ssette) 


VIC  20  e^^^ 

onn/e 


Ronnie  sf\,sW 
'-^^\?^  course  a<^^ 


mM 


TtJ^ 


l\Vm9f     ports 


vjna^VO^ 


te^^^^Sanci^ 


SeB-^7;;^orpnn^ 


upVo^°^ed\5V^eUe. 
SOGG'^^^'^ 
(diskette) 


Dealer 

Inquiries 

Welcome 


P'/:-»TM 


SOFTWARE  PRODUCED  BY  KOLOB  MARKETING  INC. 
Impact  Marketing  Inc.  •  P.O.  Box  21445  •  Salt  Lake  City,  Utah  84121 


CO 
CO 
CD 


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HOME  MANAGEMENT  SOFTWARE  FROM  ELECTRONIC  ARTS 


Ifyau 


Cnt&F&sto: 

',' 

V 

'^^iTBt^^^i 

\ 

^C^^ 

mMI^^^=^^^~^- "JM 

^    mA 

can  learn  to  use  this  word  ptDcessor 
in  90  seconds,  can  it  really  be  any  good? 


:.dltin'5 


Hou  sT^  y 

I '  PI  hay  in 
even  thou 
didn't  ge 
for. 


...:   How's  Dad?   Little  Ernie? 

)  a  9reat  tiPie  here  at  school 

jh*  as  a  freshman  a^ain^  I 

;  all  the  classes  that  I  hoped 


Let's  be 


couia  you 
pens/  ;pen^ 


rirrotj; 


's  ny   schedule   so   f ar • 

MHF:    Hist.     10-11,    Eng.     1-2 
TTh:    Bio.    B-10..    Drama   2-4 

iterials    u en^upTnisy e ar .    ao 
please   send   me   *500   or    so   for 
:ilsj    etc.      Please  hurry. 


Loyej 


Bruce 


L H  f  HLUb 


^UUfl 


ent-ers 


CUT  &.  PASTE"  displays  lu  commancts  on  «  iiii|;k'  lim  m.  i/u;  (jotiom  o/  rfu;  scTa'ii,  This 
tiKifes  icorfeing  u'it/i  ii  atsifr  aiui  alio  git«s  jou  more  tt«i|jlt'  .s|w«  m\  ifu;  .sltimi. 


Of  all  word  prticL'Ssors  on  the 
market  today,  Cut  &.  Paste  may 
well  be  the  easiest  to  use.  In 
fact,  by  the  time  you  finish  reading  this 
section  of  the  ad,  you'll  know  how 
to  work  with  Cut  &.  Paste.  So  read  on. 
START  TYPING.  Working  with  Cut 
&  Paste  is  like  working  with  a  type- 
writer. If  you  know  how  to  use  a  type- 
writer, you  already  know  how  to  type 
in  your  draft  with  Cut  &  Paste.  The 
only  real  difference  is,  with  Cut  & 
Pnsto  it's  easier  to  correct  typos. 
MAKING  CHANGES.  Let's  say 
you've  decided  to  make  a  cut  in  your 
rough  draft.Tci  do  this  you  put  the 
cursor  (the  bright  block)  at  the  start 
of  the  text  you  want  to  delete,  and 


stretch  it  through  to  the  end  of  your 
cut.  Then  you  send  the  cursor  down  to 
the"CUT"  comniand  on  the  bottom 
of  the  screen.  Done. 

If,  on  the  other  hand,  you  want 
to  keep  that  line,  but  put  it  in  a  differ- 
ent part  of  your  draft,  you  use  the 
"PASTE"  command.  You  mark  the 
point  of  insert  with  the  cursor  Then 
you  put  the  cursor  over  "PASTE." 
That's  all  there  is  to  it, 
PRINTING  IT  OUT.  When  you 
like  the  way  your  work  looks,  you  print 
it.  Put  the  cursor  on  the  "PRINT" 
command.  Then  set  your  margins,  in 
inches.That'sit. 

You  now  know  how  to  use  Cut 
&  Paste, 


OKAY,  IT'S  SIMPLE.  BUT  HOW 
GOOD  IS  1T7  Cut  (Sl  Paste  has  all 

the  features  you'll  ever  need  to  use 
at  home.  Here  are  a  few  of  themr 

1.  Scrolling  dynamic  menus 

2.  Automatic  word  wrap 

3.  Simple  cut  &  paste  editing 

4.  Block  indenting 

5.  Set  margins  and  paper  size  in 
inches 

6.  Tabs 

7.  Automatic  page  numbering 

8.  Controllable  page  breaks 

9.  Headings 

10.  Scrolling  text  windows 

11.  Automatic  widow  and  orphan 
control 

12.  Clear  and  concise  manual 
In  other  words.  Cut  &l  Paste 

will  do  just  about  everything  other 
word  processors  do.  But  Cut  &.  Paste 
will  do  it  more  easily.  Without  com- 
plex commands  and  modes. 

If  you  think  about  a  word  proc- 
essor in  terms  of  what  it  replaces  (type- 
writers, pens  and  paper,  files).  Cut  & 
Paste  begins  to  look  very  good  indeed. 

And  when  you  consider  that  all  l/iis 
pou-er  can  be  hai  for  al)[noximately 
$50,  we  think  you'll  see  why  we  believe 
Cut  &  Paste  is  something  of  an 
achievement. 

A  PHILOSOPHY  OF  DESIGN. 
The  people  who  designed,  devel- 
oped and  programmed  Cut  &  Paste 
have  some  fairly  hea\7  credentials. 

They  are  people  who  worked  on 
the  internationally-famous  user  inter- 
face designs  that  led  to  the  Xerox  Star* 
and  Apple's  Lisa!"  They  are  also 


THE  CHANGING  OF  THE  GUARD.  Until  quiic  ra-t-nilj  w  ,LKd  Ikixs  and  paper 
and  typeivmsn  to  u'riK  whh,  mostly  bcca^isc  ut  (cnetc  how  w  itSL"  ihem.Thcs  Iuhi:  hem  good 
tools,  hut  limited.  You  tend  to  mah  messes  when  you  work  with  them,  and  getting  rid  of  those 
messes  mal<es  extra  work.  Cut  &  Paste  is  an  inexpensii-e  and  practical  altematii'C.  Because  it  is  as 
easy  to  use  as  a  rypew'riter,  you  really  will  use  it.  Which  may  mal<eitthe[ini  sensible  word  processor 
for  the  home.  Thus  an  alleged  labor-saving  device  has  come  to  a  position  where  it  really  can  saw  a 
significant  amount  ofktbor,  i.e.,  yours. 


THE  MEN  WHO  MADE  CUT  &l 

PASTE.  Tfte  Linocylte  machii\e  pictured  here 
was  the  19th  century's  most  important  amtri- 
bution  to  word  processing  technology,  k  let 
typesetters  com/wse  and  rearrange  text  in  the 
form  of  metal  castings.  The  iinportimce  of  Cut 
&  Paste,  of  course,  must  await  the  judgment 
oflmtory.  Knicrthelois,  the  seven  men  who  de- 
ivlol>cd  it  look  confident  here.  Standing  left  to 
right,  they  arc:  Norm  Laite,  Stat;  Shiw.  David 
Maynard,  Dan  Silva,  Steve  Hayes  and  Jerry 
Morrison.  Seated  at  the  console  is  Tim  Mott, 
whose  idea  this  was  in  the  first  place. 

people  who  have  in  common  a  vei7 
lucid  philosophy  of  design. 

Computers  and  the  programs  they 
run  are  tools,  they  believe, Tools  are 
never  noticed  unless  they  are  bad  totils. 
When  they're  good,  they  become,  in 
effect,  invisible.  And  if  you  want  to 
make  a  good  tool— an  invisible  tool  — 


you'd  best  study  the  way  people  use 
the  tools  they  already  have. 

As  a  result  of  this  thinking,  Cut  & 
Paste  was  designed  to  work  much  in 
the  same  way  that  you  already  work 
with  a  typewriter  or  with  pen  and 
papcrThe  most  complex  and  power- 
ful parts  of  the  program  are  hidden 
from  view.  The  work  they  do  takes 
place  deep  in  the  machine.  All  you  get 
to  see  are  the  results. 

But  beyond  that,  there  is  something 
almost  indefinable  about  a  good  de- 
sign. Things  about  it  just  seem  to  work 
crisply.  Little  touches  and  features 
tliat  you  notice  make  you  want  to  smile. 
If  it's  really  good, 
it /eels  good. 

Cut  &  Paste 
feels  good.  ELECTRONIC  ARTS^ 


THE  PRODUCTS  o/EktrontcAitsoin 
l^e  found  in  your  favorite  comj)uter  stores,  soft- 
ware centers,  and  in  (aiding  aepamnent  stores 
throughout  the  coutitry.  Both  Cut  &  Paste 
and  Financial  Cookbook  are  now  available 
at  a  suggested  retail  price  of  $50  for  the  Apple 
lie  and  the  Commodore  64  and  will  soon  be 
aiaiiablefoT  the  IBW-PC  and  Atari. 


OUR  COMMITMENT  TO 
HOME  MANAGEMENT 

Cut  &  Paste  is  just  one  of  a  growing 
number  of  products  we're  publishing 
within  the  category  of  "home  manage- 
ment software'  These  products  are  all 
built  around  the  same  program  archi- 
tecture, makinH  them  all  eciually  "friend- 
ly,"  as  well  as  rctrvarkahly  straightfor- 
ward and  practical.  We  believe  that 
designs  like  these  will  soon  make  home 
computers  as  furictional  and  efficient  as 
today's  basic  appliances. 

Our  next  product  in  this  line  is  called 
Firumdal  Cixiktook.  It's  a  realistic  alterna- 
tive to  the  complex,  pre-programmed  fi- 
nancial calculators  we  all  wish  we  knew 
how  to  use.  With  a  few,  simple  keystrokes, 
Financial  Cookbook  lets  you  make  more 
than  30  key  time-value-of- money 
computations— just  about  all  the  ones 
you'd  ever  use  for  persotial  finances  — 
like  calculating 
mortgages  with 
changinj;  inter- 
est rates,  com- 
pounding the 
interest  on  IRA 
and  .savings  ac- 
counK,andbuy- 
versus-lease 
a>mparisons  for 
automobile  pur- 
chases. 

Tti  find  out  more  about  these  home 
management  products  and  about  what 
\vc  have  planned  for  ihe  future,  call  or 
write:  Electronic  Arts,  2755  Campus 
Drive,  San  Mateo,  CA  94403  (415) 
571-7171. 


first  letter  of  the  keyword  and  a  SHIFTed  second 
character.  For  instance,  the  abbreviation  for  POKE 
is  P-SHIFT-O.  (Note  that  the  SHIFTed  O  appears 
on  screen  as  a  graphics  character.) 

You're  stitl  limited  to  typing  80  or  88  charac- 
ters when  using  abbreviations.  However,  when 
you  LIST  a  line  with  abbreviations,  the  abbrevia- 
tions expand  out  to  the  full  keywords,  even  if  the 
resulting  line  exceeds  the  limit.  The  line  appears 
illegal,  but  executes  normally.  Be  aware  that  you 
cannot  edit  this  line,  however;  if  you  want  to  make 
a  change,  you  must  retype  the  line  from  scratch. 

Another  problem  with  abbreviations  is  that 
they  confuse  the  "Automatic  Proofreader."  The 
checksum  program  cannot  be  used  to  spot  typos 
in  long  lines. 

Programmers  use  abbreviations  to  save  typing 
and  memory.  Not  that  the  abbreviations  them- 
selves save  memory — BASIC  stores  all  keywords 
as  one-byte  tokens,  whether  abbreviated  or  not. 
But  abbreviations  allow  programmers  to  pack 
more  statements  into  each  line,  and  reducing  the 
number  of  lines  in  a  program  does  save  a  little 
memory. 

Since  these  long  lines  execute  normally,  the 
programs  work  fine  when  we  test  them  prior  to 
publication.  We  list  the  program  directly  from 
disk  and  don't  hear  of  a  line-length  problem  until 
letters  begin  arriving  three  months  later. 


To  correct  this  problem,  our  lister  program 
now  warns  us  whenever  it  detects  a  line  exceeding 
80  characters.  We  then  try  to  break  up  the  long 
line  into  two  shorter  ones.  Unfortunately,  some     ■ 
programs — especially  on  the  unexpanded  VIC — 
require  every  available  byte  of  memory.  Breaking 
up  a  line  can  ruin  a  working  program.  In  these 
cases,  we'll  at  least  try  to  warn  you  of  the  long 
lines. 

Readers  can  help,  too.  If  you  submit  a  pro- 
gram to  C0M('UTR!'f,  GAZETTE,  do  not  exceed  the 
line  limits  uttk'ss  nb^oliitcly  itccessGn/  to  amserve 
memory.  Also,  please  do  not  number  BASIC  lines 
by  ones,  so  that  our  programmers  have  room  to 
break  up  long  lines  if  necessary.  QH 


^^^  DATA  TRAC  BIAHK  CASSEnES 

C-05.  C-06,  C-10.  C-1Z.  E-20,  C-24,  C-30 

From  Iht  llidlng  tuppllo  ol  Computlr  Cillitlit. 
niw,  longtr  lingtii  C-II'i  |(  mlnutii  pit  ildi|  promiat 
lilt  iilri  liw  li>l  MidM  toi  iDint  1BK  pmgiini 
r-:^    BASF.I.HD  (DPS)  world  tt*n<iird  Up*. 

Error  Tfv*  •  Money  bick  guflr*n1«e. 

FREE  STORAGE  CADDY 
WITH  EVERr  i  DDI 
CASS{TT!5  PURCHtSED 


.^u  ■■ 

-TBar 

.od«. 

im 

U    "X 

:  J  1100 

tit 

Q    tai 

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■^  1*» 

H    'K 

u  1'« 

FOR  iyU£[>lATE  SHPPy^NT 


V0RK10 


SHlPPtNQSHANDUHG  i3,50 
■tOU  0<i\*4t  i*  Zi^\*    IHbti  ini»|d| 

Itnii  ifr  Mnn  MMt 
CtJiltnj  ^UNiti  .iM  IWI  I'll 

Call:  213/700-0330 


»»VtsutAii«.   »G 


TAXES? 


Cr V  UNCLE ! 


V    i«i<''««i  »*'■ 


Just  wfien  you  thought  a  degree  in 
accounting  was  needed  to  wade 
through  the  morass  of  federal  tax 
preparation,  along  comes  UNCLE! 

UNCLE!  takes  your  hand  and  guides  you  through 
the  tax  manuals,  asking  just  enough  questions 
to  translate  the  information  for  up  to  28  forms 
and  schedules.  UNCLEI  has  a  good  memory; 
just  give  your  name  and  SSN  once  and  UNCti! 
will  make  sure  they  get  on  every  required  fonn. 
Plus,  if  you  want  to  noodle  with  numbers, 
UNCLEI  has  a  calculator-type  scratch  pad.  You 
can't  fool  your  UNCLE!;  if  you  enter  an  error,  it 
will  be  flagged.When  you're  through  conversing 
with  UNCLE!  on  your  Commodore  64  (single 
drive),  simply  feed  the  forms  and  schedules 
into  a  16-17  cpi  printer  and  UNCLE!  wiil  prepare 
every  one  of  them.  How  much  to  put  UNCL£! 
in  your  Commodore?  $641 

Help  Is  on  the  way. 


Tli£ENDo/DINKETY' 
DINK-DINK. 


.nnouncing 
the  first  computer 
music  program  that 
actimlly  sounds  lihe 
music 

LET'S  FACE  IT.  Up  till  now,  music 
programs  for  your  home  computer 
have  all  sounded,  well,  pretty  lame. 
There  were  the  ones  that  resembled 
little  electronic  music  boxes,  remem- 
ber? And  then  there  were  those  that 
sounded  like  so  many  burps. 

Enter  Music  Gsnstruction  Set.^  It's 
the  first  music  program  that  really 
makes  use  of  the  power  of  that  ma- 
chine you've  got.  If  you're  a  serious 
student,  this  means  youl  be  able  to 
work  with  an  intricacy  and  range  of 
sound  quality  you've  never  heard  be- 
fore on  a  computer.  And  if  you  know 
nothing  about  music,  you'll  find  some- 
thing even  more  important.  Namely, 
that  this  thing  is  simple  enough  to 
be  a  lot  of  fun. 

Take  a  good  look  at  this  screen 
because  it,  you,  and  a  joystick  are  the 
whole  story  here. 

That's  you  at  the  right  end  of  the 
staff  of  notes  —  the  little  hand.  Move 
the  joystick,  and  you  move  the  hand. 
Use  it  to  carry  notes  up  to  the  staff. 
Lay  i  n  res  ts ,  sign  atu  res,  clefs,  th  en  poin  t 


to  the  little  piano  in  the  lower  right 
and  listen,  because  you'll  hear  the 
whole  thing  played  back. 

Move  those  little  scales  in  the  mid- 
dle up  and  down  to  vary  the  music's 
speed,  sound  quality,  and  volume.  Use 


the  scissors  to  cut  out  whole  measures, 
then  use  the  glue  pot  to  paste  them 
in  somewhere  else.  Got  a  printer? 
Great.  Print  the  score  out  and  show  it 
off  to  your  friends. 

But  what  if  you're  not  up  to  writing 
your  own  stuff  yet?  No  problem. 
There  are  twelve  pieces  of  music  al- 
ready in  here,  from  rock  'n  roll  to 
baroque. They're  fun  to  listen  to,  and 
even  more  fun  to  change.  (Apologies 
to  Mozart.) 

The  point  is,  the  possibilities  are 
endless.  But  if  you're  still  skeptical, 
visit  your  nearest  Electronic  Arts  dealer 
and  do  the  one  thing  guaranteed  to 
send  you  home  with  a  Music  Con- 
struction Set  in  tow. 

Boot  one  up.  Point  to  the  piano. 
And  listen. 


ELECTRONIC  ARTS- 
MUSIC  CO.^  STRLrCnOM  SET  «  now  jvaibbt?  hi  Af^  tl.  II  -*-.  I  If ,  a^i  Otmim^itw  M  c**mpuTCT»  The  Apple  vciwm,  with  »  SW  kiflfthtanj  !*  j^Uvi  rhonii)  c*^  up  to  Ms  wuc*  f  *£h  The  G  >mm*id*Tte  ^  rf  *i.  *i  jjiy*  chunl* 
of  uji  lo  !hr«  fvHci  each  Af^  n  a  frv^EcrnJ  tr«iniuTk  iif  A^c  Oimputf  t  Dvmmftlnrf  t*  a  irttHtifd  iradnrurk  of  Cpmmcxliwr  Buwivi*  Kiachir**,  Inc    Rjf  mart  infmnuTion  abour  EWctnuw:  Art*,  writ*  u*  «  2755 
CarapM.  Dtiw,  Sin  Miitfl.  CA  9W)  or  c»U  HI  51  571-7171 


WORD  PROCESSING 

In  The  Home 


Tom  R.Halfhill,  Editor 


Word  processors  are  displacing  typewriters  in 
offices  as  rapidly  as  ballpoints  replaced  foun- 
tain pens  a  few  decades  ago.  But  there  are  good 
reasons  why  many  of  today's  households  could 
use  a  word  processor,  too. 


Word  processors  are  probably  the  most 
popular  inventions  to  hit  the  business 
world  since  electric  typewriters  in  the 
i960s.  Every  day,  in  somebody's  of- 
fice somewhere,  a  hapless  typewriter  with  its 
rubber  roller  platen,  pile  of  typing  paper,  and 
bottle  of  white  correction  fluid  gives  way  to  a 
gleaming  new  computer-age  word  processor. 
Secretaries  are  signing  up  fur  word  processing 
courses  to  keep  from  becoming  as  obsolete  as 
their  traded-in  typewriters.  The  quiet  hum  of 
video  monitors  and  the  whir  of  disk  drives  is  re- 
placing the  percussion  of  mechanical  striking  arms 
slapping  against  paper. 

It's  called  the  "electronic  office"  or  the  "pa- 
perless office."  At  first  there  was  resistance,  but 
by  now  it's  taken  for  granted  that  word  processing 
(and  computerization  in  general)  is  having  a  sig- 
nificant impact  on  the  function  of  American  busi- 
ness. The  business  of  staying  in  business  and 
competing  for  profits  is  too  important  for  any 
business  person  to  long  ignore  a  new  tool  or 
method  for  achieving  greater  productivity. 

But  in  the  last  five  years  something  even  more 
amazing  has  happened.  This  chic  new  business 
tool,  the  computer  word  processor,  has  started  to 
find  its  way  into  the  American  home,  too.  The 
invention  of  the  inexpensive  microcomputer  (and 
its  clever  packaging  as  the  home  computer)  has 

30     COMPUTEI's  Gazelle    January  198-1 


made  it  possible  for  millions  of  people  to  afford  a 
word  processor  as  readily  as  most  businesses.  A 
$50-$iOO  word  processing  program  running  on  a 
$100-$400  home  computer  with  a  printer  can 
perform  most  of  the  major  writing  functions  of  a 
typical  $5000  or  even  $10,000  dedicated  business 
system. 

However,  just  as  many  business  users  had  to 
be  sold  on  the  advantages  of  word  processing,  so 
do  many  home  users.  After  all,  it's  much  easier  to 
justify  the  expense  of  word  processors  in  a  busi- 
ness, where  dozens  or  even  hundreds  of  letters, 
memos,  and  reports  are  generated  every  day.  But 
what  good  is  word  processing  in  the  home?  How 
much  writing  goes  on  in  the  average  household? 

The  answer  varies,  of  course,  but  it  can  be 
argued  that  nearly  any  home  with  an  adult  working 
in  a  professional  occupation,  or  with  a  student  of 
almost  any  age,  can  probably  benefit  from  an  in- 
expensive home  computer-based  word  processor. 
The  key  is  to  recognize  what  a  powerful  applica- 
tion word  processing  really  is, 

m  irst  of  all,  consider  the  precedence  set  by  other 
business  inventions  which  have  moved  into 
the  average  household:  the  calculator  and  the 
typewriter. 

Mechanical  adding  machines  were  used  by 
businesses  for  decades  without  making  significant 
inroads  into  the  home.  There  were  several  reasons 
for  this:  Adding  machines  were  expensive,  bulky, 
and  nonportable.  Also  there  was  little  use  for  a 
computing  device,  however  primitive,  in  the  typi- 
cal home  of  the  early-  to  mid-20th  century.  House- 
hold finances  were  generally  pretty  simple  before 
the  proliferation  of  credit  cards,  widespread  con- 


A  GAME  FOR  KIDS.  BUT  NOT  f^ECESSARlLY. 


What 


small  enough  to  crawl  inside  your 
how  all  that  stuff  really  works? 


you  could  get 
computer  and  see 


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IT  STARTS  with  an  arcade-style 
game.You  play  it  for  a  while  and  then 
something  happens.The  system 
goes  down  in  a  aash.  And  now  your 
job  is  to  find  out  why  and  make  things 
right  again. 

Expert  help  is  available  in  the 
form  of  a  strange  character  named 
Charlie  Fixit.  He's  got  a  way  of  making 
you  small  enough  to  get  inside  the 
machine.  But  being  inside  is  yet 
another  game. There  are  stray  charges 
to  duck,  static  to  avoid,  and  all  sorts 
of  intriguing  devices  to  explore  before 
you  can  get  everything  back  into 
working  order. 

The  name  of  this  unusual  program 
is  D-Bug^and  it's  a  wonderful  way  to 
introduce  your  children  (and  maybe 
even  yourself)  to  the  terminology' 
and  basic  workings  of  computers.  But 
beyond  this  specific  knowledge, 
you'll  also  learn  some  fairly  subtle  skills 
about  how  to  link  causes  and  effects, 
and  how  to  develop  aeative  strategies 
for  solving  problems. 


D-Bug  was  designed,  developed 
.ukI  programmed  by  ChildWare  — 
jiionecrs  in  the  field  of  computer 
literacy  for  children.  It  is  just  one  of 
an  entire  line  of  programs  we're 
publishing  that  deliberately  blur  the 
traditional  distinctions  between 


education  and  entertainment. 

D-Bug  is  now  available  on  diskette 
for  Commodore  64  and  Atari  home 
computers  and  can  be  found  at  your 
favorite  computer  stores,  software 
centers,  and  in  fine  department  stores 
throughout  the  country. 


ELECTRONIC  ARTS" 

Ti»  (atd  out  ninTf  ulxiiji  ijui  fumr^any  nni  mr  pindiKI*.  write  or  call  275 S  Campu*  l>r .  .^an  Mnsoii,  CA  y44f^H4l^»  STl-?!?!. 
C^jtnm,Ti^orr  M  i* .1  foutsTCTfd  traJt?rrarV  (sf  dimmiJiirt  HuKirtc**  Miifhln«, Inu-.  Aurt  ii  n  rcfflnrrni  TrJKkmflfL  nf  Atjti,  liic. .1  W*rntr  Crftniniurticati,H» Coiniwny 


sumer  loans,  checking  accounts,  modern  invest- 
ment alternatives  such  as  money  market  funds, 
and  increasingly  complicated  income  tax  returns. 

Luckily,  the  electronic  calculator  arrived  at 
just  the  right  time.  Soon  after  they  began  replacing 
adding  machines  in  businesse.s,  they  started 
showing  Lip  in  homes.  A  whole  new  market  was 
created.  During  the  1970s,  calculators  grew  cheap, 
small,  and  powerful.  Today  almost  nobody  bal- 
ances their  checkbook  or  figures  a  tax  return  by 
hand.  The  very  idea  is  becoming  unthinkable. 

The  spread  of  typewriters  from  the  office  to 
the  home  is  even  more  to  the  point  since,  like 
word  processors,  they  are  writing  machines. 
Typewriters  started  appearing  in  American  offices 
soon  after  their  invention  late  in  the  19th  century. 
At  first,  their  move  to  the  home  was  held  back  by 
many  of  the  same  factors  which  discouraged  the 
home  use  of  adding  machines:  Ilarly  typewriters 
were  expensive,  bulky,  nonportable,  and  not  all 
that  useful  in  the  average  household. 

But  sometime  around  World  War  II  things 
started  to  change.  New  typewriters  appeared  on 
the  market  designed  for  personal  use — relatively 
inexpensive,  small,  and  portable.  Colleges  began 
requiring  students  to  hand  in  typed  term  papers. 
Many  people  started  using  typewriters  for  per- 
sonal business  correspondence,  and  those  with 
office  jobs  were  taking  work  home.  Soon  type- 
writers became  a  common  appliance  in  millions 
of  households. 

For  many  of  the  same  reasons,  word  proc- 
essors are  spreading  from  offices  to  homes,  too. 
Almost  anything  a  typewriter  can  do,  a  word  proc- 
essor can  do  better.  A  home  computer-based  word 
processt^r  is  still  more  expensive  than  a  cheap 
portable  typewriter,  but  on  the  other  hand,  even 
the  most  advanced  electronic  "memory  type- 
writer" is  not  as  flexible  as  the  typical  home  com- 
puter word  processor.  College,  high  school,  and 
even  younger  students  are  using  word  processors 
for  term  papers  and  reports.  Their  parents  can 
use  the  same  word  processor  for  personal  business 
letters,  or  for  work  taken  home  from  the  office. 

Best  of  all,  the  expense  of  a  home  word  proc- 
essor is  minimal  if  the  household  already  owns  a 
home  computer.  Maybe  the  computer  was  origi- 
nally purchased  for  running  education/home  ap- 
plication programs,  or  playing  videogames,  or 
for  learning  how  to  program.  It  can  be  transformed 
into  a  powerful  word  processor  with  the  addition 
of  the  appropriate  program  and  maybe  a  printer 
and  disk  drive. 

Thinking  of  a  word  processor  as  a  substitute 
for  a  typewriter  is  enough  to  justify  its  purchase 
for  many  people.  But  there  are  other  reasons 
which  may  be  even  more  compelling.  A  word 
processor  is  much  more  than  just  an  electronic, 

32     COMPUTEI'i  Gazelle    Jonuaryl984 


computerized  typewriter — it's  a  whole  new  way 
of  writing. 

An  the  beginning,  typewriters  were  used  simply 
to  make  neat  copies  of  documents  composed  origi- 
nally in  longhand.  Even  today  many  people  still 
use  typewriters  this  way,  preferring  to  write 
everything  out  before  typing  up  the  final  draft. 

But  soon  after  their  invention,  typewriters 
were  embraced  by  writers,  especially  journalists. 
For  the  first  time  since  the  clay  tablet  and  stylus 
an  entirely  new  writing  implement  had  been  in- 
vented. Newspapermen  were  among  the  first  to 
make  the  transition  from  writing  by  hand  to  com- 
posing their  thoughts  directly  on  a  keyboard. 
Pencils  and  pens — which  in  various  forms  had 
been  the  only  writing  instruments  since  writing 
itself  was  conceived — were  relegated  to  note- 
taking  and  editing. 

Why  is  this  important?  Because  the  transition 
to  the  keyboard  is  an  important  step  in  the  de- 
velopment of  many  writers.  The  majority  of  pro- 
fessional writers  do  their  writing  on  a  keyboard, 
not  in  longhand. 

Some  writers,  including  a  few  famous  ones, 
still  contend  that  writing  in  longhand  with  a  pen 
is  a  more  intimate  way  of  committing  thoughts  to 
paper.  We  won't  argue  this  point,  because  it's 
one  of  those  philosophical  questions  that  is  rarely 
resolved.  However,  there  is  little  doubt  that 
writing  in  longhand  is  slow.  When  deadlines  are 
not  important,  this  may  not  matter.  Indeed,  many 
writers  who  always  write  in  longhand  are  accus- 
tomed to  pacing  their  thoughts  accordingly,  and 
argue  convincingly  that  longhand  doesn't  slow 
them  down. 

But  many  writers  who  switch  to  typewriters 
notice  something  strange  and  wonderful:  appar- 
ently because  they  can  put  their  thoughts  to  paper 
so  much  faster,  the  words  start  coming  faster.  At 
first  the  switch  from  longhand  to  typewriters  is 
not  always  easy.  It  is  forced  on  those  writers  who 
must  consistently  produce  on  deadline — such  as 
journalists — and  the  transition  can  be  traumatic. 
Before  long,  however,  the  old  pen-and-paper 
method  seems  agonizingly  slow,  and  they  dread 
being  out  of  reach  of  a  keyboard. 

Unfortunately,  efficient  as  they  are,  type- 
writers are  far  from  the  ultimate  writing  tools. 
Once  a  word  is  typed,  for  practical  purposes  it  is 
committed  as  indelibly  as  a  word  penned  in  ink- 
It's  possible  to  make  minor  corrections  with  eras- 
able bond,  correcting  ribbons,  chalk  strikeover 
sheets,  or  white  correction  fluid.  But  major  revi- 
sions mean  extensive  retyping.  Longhand  manu- 
scripts aren't  very  flexible,  either.  Many  drafts 
may  be  required  before  the  final  acceptable  copy 
is  ready. 


What  do  you  like  best  about 

COMPUTEI's  GAZETTE? 

It  teaches  me  more  about  my  Conmiodore  64  than  any  other  magazine. 
(|tWjM^  The  Gazette  Feedback  column. 

The.  ^fh'^les  o^  v\A(xc(a  Iac 

It's  not  too  technical  for  the  average  person,  .^^^.^j^^^^j^e^ 

pv^cgramming  "tips  b^>^  veM\e\iJC  J^swfidd^i ^^^^^Tm^^'^   - 

^^^imi^^^^^^^i^i'PtSuli  Your  professional  writing;    you  have  very 
knowledgeable  authors  ^  .ILi/fejU'  Jc«xx^^.Avx/vt^  Ysjyvo  C>&r'<y^:>~*XsHA^ 


The  above  comments  are  from  The  Editor's  Feedback  Cards,  a  monthly  part  of  our  continuing  dialogue  with 
the  readers  of  COMPUTEI's  GAZETTE. 

Every  month,  readers  of  COMPUTEI's  GAZETTE  get  ready-to-type-in  games  and  applications  programs, 
tips  on  programming  in  BASIC  and  machine  language,  reviews  of  new  hardware  and  software,  feature  articles 
that  explain  and  entertain,  and  much  more. 

If  you  would  like  to  become  a  GAZETTE  subscriber,  return  one  of  the  subscription  cards  in  this  issue  or 
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not  subscribe  today?  Call  Toll  Free  in  the  US  800-334-0868,  919-275-9809  in  NC. 

coMPUTEi's  mmMw^ism 

P.O.  Box  96 1     Farminsdale,  NY  11 737 


FOR  THE  COMMODORE  6 


lor«,  tnc.       c  IWi  SyflmpM  fafhnrr 


Synapse  excitement! 


Only  you  can  restore 
the  forest  with  ancient 
spells.  Then  you  must 
march  your  armies  of 
enchanted  trees  into 
battle  against  the  Trog- 
lodytes and  the  evil 
Necromancer.  Who  will 
emerge  triumphant 
from  the  final  conflict? 
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Your  helicopter  mis- 
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finally  destroy  the  for- 
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lords?  Fort  Apocalypse." 


iWl  »t*  :   ..  .  1 


__ easurea 

A  fortune  is  yours  for 
the  taking.  But  can  you 
avoid  the  ghost  of  Rama 
and  the  evil  mummy? 
Are  you  nimble  enough 
to  leap  the  chasms  and 
outsmart  the  deadly 
booby  traps  separating 
you  from  freedom?  The 
Pharaoh's  Curse" 


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computer  excitement!  Elite  Club 
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Cash,  check,  money  order  or 
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L  hat's  where  word  pmcessing  comes  in.  You 
may  have  heard  or  read  elsewhere  about  the  ad- 
vantages of  word  processing:  Documents  are  typed 
not  on  paper,  but  on  the  video  screen.  Characters, 
words,  phrases,  sentences,  paragraphs,  or  even 
large  blocks  of  text  can  be  modified,  deleted,  in- 
serted, added  to,  moved,  duplicated,  and  ma- 
nipulated to  your  fingers'  content.  When  every- 
thing is  just  right,  you  can  print  out  as  many  per- 
fect copies  as  vou  want.  You  can  store  the  docu- 
ment on  disk  or  tape  for  later  use.  You  can  merge 
documents  saved  on  disk  or  tape  to  create  a  larger 
document,  giving  you  the  power  to  build  anything 
from  a  form  letter  to  a  novel. 

Most  people  these  days  are  at  least  partly 
familiar  with  the  advantages  of  word  processors, 
even  if  they  haven't  actually  used  one  themselves. 
But  there's  another  bonus  that  is  a  bit  more 
subtle^ — a  word  /irociwor  can  }iuikc  i/ok  a  hetlir  rcn'/cr. 

This  isn't  just  another  outrageous  claim  of  the 
"computers-will-save-the-world"  ilk.  This  writer, 
and  many  others,  is  convinced  that  it's  true. 

Word  processing  makes  writing  so  flexible, 
so  fluid,  that  almost  all  the  inhibitions  are 
banished.  Since  anything  you  type  can  be  changed 


WC  20 


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in  virtually  any  way,  there  is  no  reason  to  agonize 
over  every  word  and  phrase.  If  it  doesn't  "read" 
right,  just  back  up  and  iry  again.  Experimentation 
is  easy.  Even  radical  changes  to  your  text  are  only 
a  few  keystrokes  away.  No  other  writing  tool  offers 
anything  near  this  level  of  flexibility. 

Let's  face  it — everything  you  write  that  is 
seen  by  other  people  is  a  reflection  pf  not  only 
your  writing  skill,  but  also  your  intelligence,  style, 
and  personality.  These  things  show  up  between 
the  lines,  if  not  actually  within  them.  If  you  are 
writing  for  publication,  or  sending  a  memo  to 
your  boss,  or  compiling  a  report  to  be  seen  by  co- 
workers, or  mailing  a  complaint  letter  to  a  com- 
pany or  a  congressman,  can  you  afford  not  to 
have  every  sentence  as  perfect  as  you  can  make 
it?  How  many  times  have  you  let  a  typo  or  awk- 
ward sentence  slip  by  because  it  would  mean 
retyping  or  rewriting  an  entire  page  or  more? 

Even  more  important,  word  processing 
should  not  be  limited  to  adults.  Children  should 
be  encouraged  to  write  on  a  word  processor  as 
soon  as  they  can  handle  the  keyboard  and  the 
equipment  (which  these  days  is  a  pretty  early 
age,  it  seems).  Many  school  systems  are  beginning 
to  realize  the  educational  value  of  word  process- 
ing. Word  processors  are  becoming  standard 
equipment  in  hundreds  of  schools,  even  at  the 
elementary  level.  In  fact,  one  commercial  word 
processor  now  on  the  market  for  home  computers 
(Briiderbund's  Bnitk  Street  Writer)  was  specifically 
designed  with  young  people  in  mind. 

For  years,  standardized  college-entry  exams 
have  revealed  that  the  writing  skills  of  American 
students  are  sadly  deteriorating.  Perhaps  more 
emphasis  on  composition  and  the  careful  revision 
of  one's  own  work — assisted  by  word  processing — 
can  help  reverse  the  trend.  Early  results  from 
classrooms  using  word  processors  are  encouraging. 

It  certainly  wouldn't  hurt  if  children  were 
started  in  this  direction  at  home,  using  their  fam- 
ily's home  computer.  They  could  be  urged  to  use 
the  computer  for  writing  book  reports,  letters  to 
grandparents,  keeping  a  personal  diary,  com- 
posing their  own  stories,  collecting  jokes  they 
liear,  or  just  fooling  around.  In  short,  anything 
(hat  gives  them  writing  practice,  whether  they 
realize  it  ornot. 

More  than  a  few  adults  have  improved  their 
writing  with  a  word  processor,  too — including 
this  writer.  When  1  hear  the  cliche  that  computers 
(particularly  home  computers)  are  "a  solution  in 
search  of  a  problem,"  1  argue  that  even  if  com- 
puters were  good  for  nothing  else  but  word  proc- 
essing, it  would  be  enough  to  justify  their  exist- 
ence. Although  the  world  got  along  fine  for  years 
with  pencils  and  typewriters,  sometimes  a  prob- 
lem doesn't  become  obvious  until  a  better  solution 
is  invented.  (Qt 


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Offering  you  every  feature  found  on  othier  more  expensive 
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Flexible. ..you  con  view  four  different  areas  at  once 
Versatile. ..customize  your  own  print  formats 
Distinctive.. .display  beautiful  color  graphiics 
CALC  RES\)U  Advanced  is  a  ftiree-dimensional  spread- 
sheet with  built-in  HELP  function  and  32  pages  of  memory. 
For  the  Commodore  64  S  149.95.  for  the  CBM™  8032  S199.00. 
For  first  lime  users  CALC  RESULT  Easy  gives  you  a  fast  way  to  perform 
financial  calculations— easily.  For  the  Commodore  64  S79.95. 
For  a  down  to  earth  demonstration  of  either  version  visit  your 
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Woid  Processor 

For  Commodoie  64 
AndVIC-20 


Charles  Brannon,  Program  Editor 


COMPUTERS  GAZETTE  is 

very  pleased  to  present 
"'Sj^eedScript/'  a  word  proc- 
essing program  written  en- 
tirely in  machine  language. 
Fast,  powerful,  and  easy  to 
use,  it  includes  almost  all  the 
major  features  found  in  pro- 
fessional word  processor  pro- 
grams for  personal  computers. 
We  believe  it  apjproaches 
commercial-quality  programs 
costing  $50  or  more.  It  runs  on 
the  Commodore  64  (leaving  a 
huge  45K  free  for  text)  and  the 
VIC-20  with  8K  or  greater 
memory  expansion.  Speed- 
Script  will  considerably 
amplify  the  utility  of  your 
computer. 


annon/"SpeedScript 
lJ-4- 


^peedscpj 

he:l 


ScrTptAii^ 


aSpeedScript  Wo>*^yro^r«^ 
PFop   Cowtodore   64   And  VIC-284' 

^harles  BrannQn*?s>Q 
aPrograw  Editor*-  ^^ 


■>$? 


Floater;** 
COHPUTEi's  Bazette  is  very  pleased  to 
present  "SpeedScript,"  a  word 
processing  prograw  written  entirely  »n 
Machine  language.   Fast,  powerful,  and 


A  current  advertising  campaign 
extoJs  tlie  virtues  of  a  ballpoint 
pen  that  can  erase  like  a  pencil, 
dubbing  it  the. "portable,  per- 
sonal word  processor,"  It  can 
even  plot  graphics.  Like  a  word 
processor,  the  pen  can  edit, 
change,  and  erase.  It  can  produce 
flawless  hard  copy.  And,  indeed, 
you  can  draw  circles,  squares, 
and  bar  graphs.  But  can  the  pen 
move  paragraphs?  Put  a  100- 
page  book  on  a  5 'A"  disk?  Turn  a 
rough  draft  into  final  copy  with 
only  a  few  changes?  Can  it  truly 
edit  without  a  trace  of  correction, 
and  produce  formatted,  double- 
spaced,  automatically  page- 
numbered  text? 

Maybe  we're  not  being  fair 
to  the  erasable  pen,  but  it  should 
be  made  clear  that  word  proc- 
essing is  more  than  just  a  com- 
puterized typewriter.  Such  a 
"word  processor"  would  be  a 
few  lines  long: 

10  OPEN  1,4 

20  INPUT  AS 
30  PRINT#1,A$ 
40  GOTO  20 

When  RUN,  the  program 
flashes  the  cursor  and  waits  for  a 
line  to  be  typed.  When  you  hit 
RETURN,  the  line  is  sent  to  the 
printer.  You  can  move  the  cursor 
left  and  overstrike  or  use  the 
DEL  key  to  make  changes  to  the 
line  before  you  hit  RETURN  and 
print  it  out.  But  once  it's  on 
paper,  it's  committed.  Too  late 
to  make  any  changes. 

With  a  true  word  processor, 
you  type  everything  in  first, 
then  print  the  whole  thing  out. 
Before  you  print,  you  can  make 
as  many  changes  as  you  want.  A 
good  word  processor  lets  you 
change  any  line,  swap  para- 
graphs, and  manipulate  your 
text  in  numerous  other  ways. 
You  can  buy  such  a  word  proc- 
essing program  for  your  VIC  or 
64  for  $40  to  more  than  $100, 
depending  on  the  features. 

Or  you  can  type  in 
"SpeedScript."  Even  if  you  al- 
ready own  a  commercial  word 
processor  for  your  VIC  or  64,  we 
think  you'll  be  pleasantly  sur- 


prised. SpeedScript  offers  all  the 
standard  features,  plus  others 
you  may  not  have  seen  before. 
And  there  are  nearly  identical 
versions  for  both  the  64  and  VIC 
(with  8K  or  more  expansion 
memory), 

Entering  SpeedScript 

First,  you'll  need  to  type  in 
SpeedScript.  Programs  1  and  2 
look  long,  but  thev  are  on  I  v  about 
4.5K,  shorter  than  most  BASIC 
games.  The  mass  of  numbers  are 
machine  language.  Only  with 
machine  language  do  you  get 
such  power,  speed,  and  com- 
pactness. Unfortunately,  machine 
language  isn't  as  easy  to  enter  as 
a  BASIC  program.  To  aid  with 
all  the  typing,  we've  developed 
MLX,  the  machine  language 
editor.  Be  sure  to  read  and  un- 
derstand the  MLX  article  before 
you  begin  typing  in  SpeedScript. 
Type  in  and  SAVE  the  MLX 
program.  The  VIC  version  will 
require  the  8K  expander,  both 
for  MLX  and  SpeedScript.  When 
you  are  ready  to  enter  Speed- 
Script,  turn  your  machine  off 
and  on  (to  clear  it  out),  then  enter 
one  of  these  two  liiies  before 
vou  load  MLX: 

for  the  VIC: 

POKE  44,37;POKE  9472,0;NEW 

for  the  64: 

POKE  44,27:POKE  6912,0;NEW 

You  can  then  load  MLX 
from  tape  or  disk,  and  enter  RUN. 
MLX  will  ask  for  the  starhng  and 
ending  addresses.  The  starting 
address  is  the  first  number  in 
the  listing:  2049  for  the  Commo- 
dore 64,  and  4609  for  the  VlC-20. 
The  ending  address  is  the  last 
number  plus  five:  6842  for  the 
64,  and  9342  for  the  VIC-20.  After 
you  enter  this,  follow  the  in- 
structions in  the  MLX  article  to 
enter  the  listing.  We've  entered 
it  here,  and  it  lakes  only  a  few 
hours  (you  can  stop,  save  your 
work,  and  continue  typing  in 
several  sessions).  No  matter 
what  your  typing  speed  is,  rest 
assured  that  it  will  be  well  worth 
your  effort. 


ei33?x%i=f=raF»m5 


(o  r"  o  C'  <^  iir  ;*  c.  1 


UJ^*3t  ^-  •  'I'O 

[C' i"- c  ir- f j^  ;^  .%T  1  *'i 


for     f^\T    n^m  t*.  <  1  ■    ■ 
^H^«    IT    *Ti    . 


'•^'^i;\i'"aij'i?r«. 


COMPUTBI's  Gazelle    Januoryl9B4    39 


Get  more  out  of  your  Commodore 


'f^m' 


■-i^'^ 


w 


«^ 


PIPES 

For  tits  VtC'20  and 

Commodore  64. 

Arlo  is  a  tiard-working  plumtier.  but 
a  toucti  absent-minded.  He's  building 
,  ^1    a  water  supply  system  for  the 
H|     wbote  neighbofhood.  and  he  really 
*    has  his  hands  full.  Help  Arlo  decide 
what  kind  of  pipe  to  buy  and  where 
-.     to  put  it...  his  limited  budget 
I    doesn't  leave  him  much  margin  for 
■■  \     error  Figure  out  the  shortest,  most 
economical  way  to  get  everyone 
hooked  up...  and  just  hope  poor  Arlo 
has  remembered  to  oper\  and  close 
V     the  right  valves.  A  marvelously 
\     entertaining  and  challenging 
■  .     exercise  in  planning  economics  and 
1    spatial  relationships  for  all  ages. 


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SAVE  NEW  YORIC 
For  the  Commodore  64. 

It  was  as  peaceful  a  day  as  New  York 

ever  gets,  wtier)  suddenly  tl^e  sky 

went  dark  and  a  monstrous  droning 

noise  lilted  die  air.  Hordes  of 

grotesgue  aliens  were  swooping 

down  from  all  sides,  biting  inlo  the 

Big  Apple  as  if  ttiey  tiadn  't  eaten 

for  days.  Tfiey  were  laying  eggs,  too 

Horrible  slimy  things  that  got  down 

into  ttie  subway  tunnels  and  began 

clawing  their  way  up.  If  anyone 

was  going  to  save  the  city  it  would 

tiave  to  be  me  t  leapt  into  my 

rocket  and  began  tilasting  away 

I  thought  I  stood  a  fighting  chance, 

but  fuel's  running  low. . .  another 

wave  of  invaders  on  the  horizon 

...signing  off... 


0^ 


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SAVEMEW^ 


■VICIO-AHD  CBUMOBOHl  M'/Ull  rWOfKMM  OF  COUUOBDUl  lUCTflOltlCS.  LTD 


^  mjcHumisonrnM 


Award-Winning  Hits  for  your  Commodore 


sl^ei. 


m-. 


CHOPUFTER' 

For  the  Commodore  VIC-20. 

Those  are  our  men  they  're  holding 
hostage!  We  don't  care  t}owyou 
do  it.  but  you've  got  to  shoot  your 
way  in  there  and  tjring  'em  bacii 
alive.  You've  got  three  choppers, 
probably  not  enough  but  it's  ail  we 
can  spare  And  the  enemy  camp 
is  pretty  heavily  fortifierl.  With  tanl(s, 
jetfighters  and  truly  nasty  laser 
bombs.  Okay  mayt)e  it's  a  suicide 
mission,  but  somebody  '$  got  to  do  it. 
Dozens  of  innocent  lives  are  at 
stake.  We're  counting  on  you... 
don't  let  tbem  down! 


^, 


(^ 


.'■*i.^ 


V 


Now  you  can  play  some  of  America's  hottest  computer  games  on 
your  Commodore,  and  get  a  FREE  introduction  to  Home  Manage- 
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'-VlfV..' 


SERPENTINE 
For  the  Commodore  VIC-20. 

In  the  Kingdom  of  Serpents,  the  only 
nile  is  eat  or  fie  eaten.  Jtiiee  huge 
and  evil  red  snakes  are  slittwring 
thmgti  a  complex  series  of  maies, 
closing  in  on  your  good  blue  serpent 
from  all  sides  li^ove  fast  and  watch 
your  tail!  Try  to  sun/ive  long  enougt\ 
to  let  your  ^gs  hatch  into  reinforce- 
ments. Swallow  the  magical  frogs 
or  your  enemy's  eggs  and  you  can  get 
the  strength  to  goon...  but  look 
out  to  your  left...  and  ahead  of 
you!  They've  got  you  surrounded, 
and  it  looks  like  meal  time. 


w 


-ciiaPLifTiR-AiiB  ~$emiiTiMfAi>e  vie  20  uamsiatibms  of  miBinAiSBfBAN  EmLiHAsa  oAm  ssmm.  nimcrmLr 


'■K'^'f-W'y^^~<"&W'.l'- 


CKOPUFTeii-Asn  -scmiimrARE  imimiBfumammmiiiiB  smwAm.  me 


Getting  Started 

After  you  enter  SpeedScript  with 
MLX,  you  can  just  LOAD  it  like 
a  BASIC  program.  As  a  matter  of 
fact,  you  can  make  copies  of  it 
with  the  SAVE  command,  as 
usual  (SAVE  "SPEEDSCRIPT" 
or  SAVE  "SPEEDSCRIPT",8  for 
disk).  After  vou  LOAD,  enter 
RUN. 

The  screen  will  be  light  gray 
or  white  with  black  (or  dark  gray) 
lettering.  The  top  line  of  the 
screen  is  highlighted. 

The  blinking  cursor  shows 
you  where  text  will  appear  when 
you  begin  typing.  You  cannot 
type  on  the  top  line  of  the  screen. 
This  is  the  command  window, 
and  is  used  by  SpeedScript  to 
ask  questions  and  display  mes- 
sages. When  a  message  is  dis- 
played, it  will  remain  until  you 
begin  typing  again. 

To  get  started,  just  begin 
typing.  If  a  word  you're  typing 
won't  fit  on  the  screen  line,  the 
word  and  the  cursor  are  moved  to 
the  next  line.  This  is  called  word 
wrap,  or  parsing.  It  makes  your 
text  much  easier  to  read  on  the 
screen,  as  words  are  never  split 
across  the  margin.  Another  thing 
to  notice  is  that  a  liack-arrow 
appears  if  you  press  RETURN. 
This  marks  the  end  of  a  para- 
graph or  line.  It  is  not  necessary 
to  press  RETURN  at  the  end  of 
each  screen  line,  as  you  must  do 
when  reaching  the  end  of  a  line 
on  a  typewriter. 

Most  of  us,  being  human, 
are  not  infallible,  so  you  may 
need  to  correct  your  typing  mis- 
takes. This  is  a  big  advantage  of 
a  word  processor.  You  fix  your 
errors  before  you  print,  so  there's 
no  messy  fluids  or  special  ribbons 
(Did  you  ever  have  to  manually 
erase  on  a  typewriter? — ugh!) 

If  you  want  to  backspace, 
press  the  IN  ST/ DEL  key  in  the 
unSHlFTed  position.  The  cursor 
backs  up  anci  erases  the  last  letter 
you  typed.  You  can  press  it  as 
many  times  as  necessary  to  back 
up  to  the  error,  then  retype  the 
rest  of  the  sentence.  This  is 
clearly  not  the  best  way  to  do 

44     COMFUJEI's  CaieOe    January  1984 


things.  Instead,  you  can  move 
the  cursor  nondestructively.  The 
cursor  control  keys  are  in  the 
lower-right  corner  of  the 
kevboarcl  (see  Figure  1 :  Kevhoard 
Map).  The  CRSR  left/right' key 
moves  the  cursor  to  the  right, 
and  when  SHIFTed  moves  the 
cursor  left.  Before  you  can  correct 
the  error,  you  have  to  move  the 
cursor  to  the  word  in  question. 
For  example,  to  correct  this  line: 

Novf  is  the  riwe  for 
all  good  neni 

The  cursor  is  moved  to  the 
"r"  (cursor-left  21  times): 

NOW  is  the  Bine  for 
all  good  Hen 

The  letter  "t"  is  typed: 

Now  is  the  tHue  for 
all  good  nen 

And  the  cursor  is  moved  to 
the  end: 

Now  is  the  tiwe  for 
all  good  nenH 

Resume  typing: 

How  is  the  tiMe  for 
all  good  Men  to 
CO Me  to  the  aid  of 
they're  country. 

Another  error!  We  typed 
"they're"  instead  of  "their."  No 
problem. 

In  the  above  example,  of 
course,  you  don't  have  to  press 
the  cursor-left  key  21  times.  You 
can  just  hold  down  the  cursor- 
left  key.  It  will  repeal,  and  keep 
moving  until  you  lei  go. 

English  Cursor 
Controls 

You  can  also  move  the  cursor  in 
ways  that  make  sense  in  plain 
English.  For  example,  if  you 
hold  down  SFilFT  and  press  the 
,fl  function  key,  (which  is  how 
you  get  f2),  the  cursor  jumps 
back  to  the  previous  word.  To 
correct  the  error  in  the  example 
above,  just  press  f2  five  times. 
You  can  then  press  fl  five  times 
to  go  back  to  the  end  of  the 
sentence  anci  resume  typing. 
Here  is  a  list  of  what  the  function 
kevs  do: 


fl:  Move  cursor  to  next  word. 
f2:  Move  cursor  to  previous 
word. 

f3:  Move  cursor  to  start  of  next 
sentence. 

f4:  Move  cursor  to  start  of  previ- 
ous sentence. 

f5:  Move  cursor  to  start  of  next 
paragraph. 

f6:  Move  cursor  to  start  of  previ- 
ous paragraph. 

SpeedScript  recognizes  a 
sentence  by  the  ending  punctua- 
tion (.  or  ?  or  !),  or  by  a  RETURN 
mark  (back-arrow).  A  paragraph 
is  any  sequence  of  characters 
that  ends  in  a  RETURN  mark  (a 
RETURN  mark  by  itself,  which 
you  can  use  to  make  blank  lines, 
counts  as  a  paragraph). 

Since  you're  working  with 
English,  the  cursor  up-down 
keys  do  not  move  up  or  down 
exactly  one  screen  line.  Instead, 
they  act  like  f3  and  f4.  Cursor- 
down  moves  to  the  next  sen- 
tence, and  cursor-up  moves  to 
the  previous  sentence.  This  is 
easier  to  understand  for  many 
people,  but  it  takes  some  getting 
used  to  for  others. 

As  you  begin  to  move  the 
cursor  around,  you'll  notice  that 
you  cannot  move  the  cursor  past 
the  end  of  text.  There  is  an  invis- 
ible marker,  somehmes  called 
End  Of  File  (EOF)  at  the  end  of 
the  document.  You  can  add  text 
to  the  end  of  your  document, 
but  you  cannot  move  past  it, 
since  there's  nothing  there.  In  a 
very  few  cases,  you  may  see 
some  text  past  the  end  of  file, 
but  you  can't  move  to  it,  so 
ignore  it. 

Many  of  the  other  kevs  be- 
have predictably.  The  CLR/ 
HOME  key  in  the  unSHIFTed 
position  moves  the  cursor  to  the 
top  of  the  screen.  If  you  press  it 
twice,  it  brings  you  to  the  top  of 
your  document  (in  case  the  docu- 
ment is  longer  than  one  screen). 
The  insert  key  (SHIFT-INST/ 
DEL)  inserts  a  space  at  the  cursor 
position.  You  can  press  it  as 
many  times  as  necessary  to  make 
space  for  inserting  a  word.  You 


Simulator]! 


<%., 


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can  also  go  into  insert  mode, 
where  every  letter  you  type  is 
automatically  inserted.  In  insert 
mode,  it  is  not  possible  to  over- 
strike.  You  enter  or  leave  insert 
mode  by  pressing  CTRL-I. 

Normally  when  you  type  a 
key,  that  letter  or  symbol  ap- 
pears. Certain  keys,  such  as  CLR/ 
HOME,  however,  perform  a 
function.  SpeedScript  extends 
this  idea  and  places  all  the  com- 
mand keys  in  an  easy-to-re~ 
member  order.  For  example, 
insert  mode  is  turned  on  or  off 
by  pressing  CTRL-I.  (To  use  a 
control  key,  hold  down  CTRL 
while  you  type  the  other  key.) 

When  you  enter  insert 
mode,  the  command  window 
changes  color  to  remind  you.  If 
you  press  CTRL-I  again,  you're 
back  in  normal  overstrike  mode, 
and  the  command  window  re- 
verts to  its  usual  color. 

CTRL-Z  moves  you  to  the 
bottom  of  your  document  (end 
of  file).  It's  useful  for  adding  text 
to  the  end.  If  you  want  to  check 
how  much  memory  you  have 
left  for  typing,  press  CTRL  and 
the  equals  ( =  )  key.  You  have 
about  45K  of  text  memory  on  the 
64,  and  about  5K  on  the  VIC-20 
with  8K  expander.  SpeedScript 
takes  advantage  of  all  the  avail- 
able RAM  on  the  64. 

To  accommodate  personal 
taste  and  video  clarity,  you  can 
change  the  screen  and  text  colors 
to  any  combination  you  want. 
CTRL-B  (think  "background") 
changes  the  screen  color.  You 
can  keep  pressing  it  until  a  color 
you  like  comes  up.  CTRL-L  ("let- 
ters") changes  the  text  color.  If 
YOU  have  a  color  monitor,  you 
can  get  some  really  interesting 
combinations. 

The  RUN/STOP  key  is  like  a 
TAB  key.  It  inserts  five  spaces  at 
the  cursor  position.  You  can  use 
it  for  indenting,  or  to  add  inden- 
tation to  a  paragraph  previously 
typed. 

If  you  want  to  change  the 
case  of  a  letter  or  word,  position 
the  cursor  on  the  letter  and  press 
CTRL-A.  It  will  switch  from 


lower-  to  uppercase  or  vice  versa. 
CTRL-A  moves  the  cursor  to  the 
right,  so  you  can  hold  it  down  to 
change  more  than  one  letter. 
Another  handy  command  is 
CTRL-X,  or  Transpose.  It  will 
switch  two  adjacent  letters.  My 
most  common  typing  mistake  is 
to  wsitch  (switch)  two  letters 
while  I'm  typing  fast.  With 
CTRL-X,  it's  easy  to  exchange 
the  two  letters  without  over- 
striking  (which  is  useful  in  insert 
mode). 

Text  Deletion 

With  a  typewriter,  if  you  don't 
like  what  you've  typed,  you  can 
tear  the  paper  out,  crumple  it 
up,  and  dunk  it  into  "file  13." 
VVith  a  word  processor,  this 
satisfying  act  is  accomplished 
with  but  a  few  keystrokes. 

With  the  DEL  key,  you  can 
erase  the  last  letter  typed.  If 
you're  in  the  middle  of  text  and 
press  it,  you'll  notice  that  the 
character  the  cursor  is  sitting  on 
is  pulled  on  top  of  the  previous 
character,  and  the  rest  of  the  text 
follows  along.  It  sounds  a  little 
confusing,  but  it's  easy: 

The  quick  brown  fox 
juunwped  ouerl 

Cursor  is  moved  to  error: 

The  quick  brown  fox 
juunEped  over 

DEL  is  struck  twice,  deleting 
the  erroneous  characters: 

The  quick  brown  fox 
juuCped  over 
The  quick  brown  fox . 
juCped  over 

If  you  don't  want  the  text  to 
be  pulled  back,  you  can  press 
the  back-arrow  key.  It  will  just 
backspace  and  blank  out  the 
previous  character  without  pull- 
ing the  adjacent  characters  back- 
ward. Another  way  to  delete  is 
with  CTRL-back-arrow.  The 
cursor  does  not  move,  but  the 
following  text  is  "sucked  into" 
the  cursor.  It  is  like  a  tiny  black 
hole. 

If  you  want  to  strike  out  a 
whole  word,  sentence,  or  para- 


i6     COMPUTEI's  Gazetfe    Jonuoryl9e4 


--a 


;■*' 


'-iVr^ 


M 


-i^5Si*^ 


NA/lTl-l  NlGl-n- AAISSIOIM 


JTTTTTITi^ 


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>')«i:i, 


graph,  it's  time  for  a  more  drastic 
command:  CTRL-E.  When  you 
press  CTRL-E,  the  command 
window  turns  red  (to  instill  fear 
and  awe).  You  see  the  message: 

Erase    CS,M,P} : 
lgli*ill'ri   to    exit 

Each  time  you  press  one  of 
the  three  keys,  a  sentence,  word, 
or  paragraph  is  pulled  toward 
the  cursor  and  deleted.  You  can 
keep  pressing  S,  W,  or  P  until  all 
the  text  you  want  to  remove  is 
gone.  Then  press  RETURN  to 
exit  the  Erase  function  and  re- 
sume writing.  Erase  will  remove 
text  to  the  right  of  the  cursor.  If 
you  are  at  the  end  of  a  sentence, 
word,  or  paragraph,  you  can  use 
Delete  (CTRL-D)  to  erase  back- 
ward. CTRL-D  displays: 
Delete    cs,M,P} 
and  immediately  returns  to  the 
normal  mode  after  its  work  is 
done.  As  an  analogy,  CTRL- 
Delete  is  like  the  DEL  key,  and 
CTRL-Erase  is  like  CTRL-back- 
arrow. 

What  if  you  pressed  one 
key  too  many  in  the  Erase  com- 
mand? What  if  you  change  your 
mind?  Oh,  no!  What  if  you  acci- 
dentally erased  the  wrong  para- 
graph? On  most  word  proces- 
sors, you're  out  of  luck.  But  with 


SpeedScript,  you  can  retrieve 
the  crumpled-up  piece  of  paper 
and  "uncrumple"  it.  Within  cer- 
tain limitations,  SpeedScript 
remembers  and  stores  the  text 
you  Erase  or  Delete.  If  you 
change  your  mind,  just  press 
CTRL-R. 

Here's  how  it  works.  When 
you  Erase  text,  the  text  is  moved 
from  the  main  screen  into  a  faU- 
safe  buffer,  a  reserved  area  of 
memory.  The  Commodore  64 
version  of  SpeedScript  reserves 
12K  for  the  failsafe  buffer  and 
the  VlC-20  version  has  IK. 

There's  another  valuable 
use  for  the  buffer,  too.  You  can 
move  text  by  putting  it  in  the 
buffer  and  recalling  it  at  the  des- 
tination. Just  Erase  the  para- 
graphs, words,  or  sentences  you 
want  to  move,  then  place  the 
cursor  where  you  want  to  insert 
the  text  and  press  CTRL-R  (think 
"Restore,"  "Retrieve,"  or  "Re- 
call"). In  a  flash,  the  text  is  in- 
serted. If  you  want  to  copy 
(rather  than  move)  a  word,  sen- 
tence, or  paragraph,  you  can 
restore  the  deleted  text  with 
CTRL-R,  then  move  the  cursor 
and  press  CTRL-R  to  insert  the 
deleted  text  again.  You  can  re- 
trieve the  buffer  contents  as  often 
as  you  like.  For  example,  if  you 


use  a  long  word  or  phrase  often, 
just  type  it  once.  Erase  it,  then 
use  CTRL-R  to  have  the  com- 
puter type  it  out  for  you. 

You  should  be  aware  that 
CTRL-E  and  CTRL-D  will  clear 
the  previous  buffer  contents. 
When  you  move  one  paragraph, 
then  go  back  to  move  another, 
you  don't  want  to  have  both 
paragraphs  merged  together  the 
second  time.  Additionally,  if 
CTRL-Delete  added  text  to  the 
buffer  instead  of  replacing  the 
buffer,  CTRL-R  would  insert  the 
text  entries  out  of  order,  since 
CTRL-D  deletes  "backward." 

If  you  want  to  move  two 
paragraphs  at  the  same  time 
instead  of  separately,  you  can 
override  the  replacement  and 
cause  CTRL-Erase  to  add  to  the 
end  of  the  buffer.  Just  hold  down 
SHIFT  with  CTRL  as  you  press 
E.  If  you  want  to  force  the  buffer 
to  be  cleared,  you  can  use  CTRL- 
K  (Kill)  to  clear  the  buffer.  If  you 
try  to  delete  more  than  the  length 
of  the  buffer  (12K  on  the  64,  IK 
on  the  VIC),  you'll  see  "Buffer 
Full".  Stop  and  move  the  text,  or 
use  CTRL-K  to  clear  the  buffer  to 
erase  some  more. 

Finally,  if  you  really  want  to 
wipe  out  all  your  text,  there  is  a 
way.  (Beware:  You  cannot  re- 


Flgure  1 :  Keyboard  Map 


Lettered  Commands  Entered  With  CTRL 


Backspiee; 
With  CTRL 
Deletes  Character 
Under  Cutsor 


Erase  Word, 

Sentence, 

Paragfapti 


Disk 
Directory 


Insert  Mode 


Insert  (RetrieveJ 
Buffer 

Hunt  (Search) 


Send  Disk 

Command  Enter 

I  Format 

I  Key 


UnSHIFTed: 
Top  Of  Screen 

w/SHlFT: 
Erase  All  Text 


UnSHIFTedr 
Delete  Character 
Behind  Cursor 


Hold  Down 

To  Enter 

Control 

(Command) 

Keys  Change 

Upper  To 
Insert  5  Lower,  Or 

Spaces  Vice  Versa 


J  Go  To 
End  Of 
Document 


'  Delete  (Backward) 
Word,  Sentence, 
Paragraph 


Change 

Background 

Color 


Change 

Lettering 

Color 


End  Paragraph, 
Of  Skip  A  Line 


w/SHIFT: 

Next 

Sentence 


UnSHIFTed: 
Go  To 
Previous 
Sentence 

w/SHIFT: 

Cursor 

Left 


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cover  from  a  total  clear.)  Press 
SHIFT-CLR/HOME.  You  will  see: 

ERASE  ALL  TEKT :  Are 
you  sure?  CY/N5 : 

If  you  really  want  to  erase 
all  the  text,  press  Y.  Any  other 
key,  including  N,  will  return 
you  to  your  text  unharmed.  You 
should  use  this  command  only 
when  you  want  to  start  a  new 
document,  as  it  is  one  of  the 
few  ways  to  lose  text  beyond 
recovery. 

Search  Feature 

When  you  are  lost  in  the  middle 
of  a  big  document  and  want  to 
find  a  particular  word  or  phrase, 
the  Hunt  command  comes  in 
handy.  Press  CTRL-H  and  you'll 
see: 

Hunt    for:B 

Enter  the  word  or  phrase 
you  want  to  find,  then  press 
RETURN.  Speed  Script  will  locate 
the  word  and  place  the  cursor 
on  it,  scrolling  if  necessary.  If 
the  phrase  is  not  found,  you'll 
see  a  "Not  Found"  message  in 
the  command  window. 

The  first  time  you  use  Hunt, 
SpeedScript  will  search  for  the 
phrase  from  the  top  of  the  docu- 
ment. Pressing  CTRL-H  again 
will  find  the  next  occurrence  of 
the  search  phrase  after  the  cursor 
position.  You  can  search  for  a 
new  phrase  without  waiting  to 
get  "Not  Found"  for  the  previous 
phrase  by  holding  down  SHIFT 
while  you  press  CTRL-H. 

There  are  some  tricks  to 
using  Hunt.  For  example,  if  you 
search  for  the  word  "if," 
SpeedScript  will  match  it  with 
the  embccided  "if"  in  a  word 
like  "specific,"  Should  you  just 
want  to  find  the  word  "if," 
search  for  "if"  followed  by  a 
space.  Also,  searching  for  "if" 
will  not  match  with  the 
capitalized  "If." 

Saving  And  Loading 

What  makes  a  word  processor 
truly  great  is  that  you  can  save 
your  typing  to  tape  or  disk.  Say 
you're  writing  a  term  paper. 

50     COMPUJEfs  GazeHc     January  1984 


You  type  it  in  and  save  it  to 
disk.  Your  teacher  returns  the 
rough  draft  with  suggested  cor- 
rections. Without  retyping  the 
entire  paper,  you  just  load  the 
original,  make  some  changes, 
and  print  it  out.  A  5%"  disk 
can  hold  more  writing  than  a 
briefcase!  You  can  also  write  in 
stages:  save  your  work  as  you 
go  along,  then  come  back  to  it  at 
another  time.  Saving  and  loading 
alone  elevates  word  processing 
l^ar  above  any  other  means  of 
writing. 

To  save  your  work,  press  f8 
(SHIFT-f7).  You  will  see: 

Save :■ 

Enter  the  name  you  want  to 
use  for  the  document.  Follow 
the  standard  Commodore 
filename  rules,  such  as  keeping 
the  name  to  16  characters  or  less. 
Press  RETURN,  then  press  either 
T  or  D,  answering  the  prompt 
TAPE  OR  DISK?. 

After  the  Save  is  completed, 
you'll  see  NO  ERRORS  {hope- 
fully}. If  there  was  an  error 
during  the  save,  such  as  no  disk 
in  the  drive,  or  a  disk  full  error, 
SpeedScript  will  read  the  error 
channel  and  display  the  error 
message.  You'll  get  the  error 
"file  exists"  if  you  try  to  save 
using  a  name  that's  already  on 
the  disk.  If  you  want  to  replace 
the  file,  prefix  the  name  with  the 
characters  "(It):",  such  as 
"fa; : Document".  This  is  called 
"Save  with  Replace."  You  can 
also  press  CTRL-|  (up  arrow, 
explained  below)  and  scratch  the 
file  before  you  save. 

Press  i7  to  load  a  file.  You 
may  want  to  use  SHIFT-CLR/ 
HOME  to  erase  the  current  text 
first.  The  Load  feature  will  ap- 
pend text  starting  wherever  the 
cursor  is  positioned.  This  lets 
you  merge  several  files  from 
tape  or  disk  into  memory.  If  the 
cursor  is  not  at  the  top  of  the 
file,  the  command  window  will 
change  color  to  warn  you  that 
you  are  performing  an  append. 
You  should  add  text  only  to  the 
end  of  the  file,  as  the  cnd-of-file 


marker  is  put  wherever  the  load 
stops.  Also,  beware  that  you  can 
crash  SpeedScript  if  you  try  to 
load  a  file  and  don't  have  enough 
room  (a  file  longer  than  available 
memory). 

You  can  use  CTRL-V  to  Ver- 
ify a  saved  file.  Verify  works  like 
Load,  but  compares  the  file  with 
what's  in  memory.  It's  most 
useful  with  tape,  but  you  can 
use  it  with  disk  files,  too, 

SpeedScript  files  appear  on 
the  directory  as  PRG,  program 
files.  The  documents  certainly 
aren't  programs,  but  since  the 
operating  system  has  convenient 
Save  and  Load  routines,  the  text 
files  are  just  dumped  from  mem- 
ory. This  is  also  more  reliable  for 
tape.  You  can  load  files  created 
on  some  other  word  processors, 
such  as  WordPro  or  PaperCUp, 
but  you  may  have  to  do  some 
reformatting.  If  the  upper-  and 
lowercase  come  out  reversed, 
you  can  hold  down  CTRL- A  to 
transform  the  entire  file. 

Other  Disk 
Commands 

Use  CTRL-4  (think  CTRL-S,  as  in 
L0AD"$",8  from  BASIC)  to  look 
at  the  disk  directory.  You  will 
not  lose  whatever  text  you  have 
in  memory.  While  the  directory 
is  being  printed  on  the  screen, 
you  can  press  CTRL  to  slow 
down  the  printing,  or  the  space 
bar  to  freeze  the  listing  (press 
the  space  bar  again  to  continue). 
You  can  send  any  other  disk 
command  with  CTRL-  f  (up- 
arrow).  It  may  not  seem  easy  to 
remember,  but  I  think  of  the 
arrow  as  pointing  to  the  disk 
drive.  The  command  window 
shows  a  greater-than  sign  {>). 
Type  in  the  disk  command  and 
press  RETURN.  By  referring  to 
your  disk  drive  manual,  you  can 
do  anything  the  commands  per- 
mit, such  as  Initialize,  New, 
Copy,  Rename,  Scratch,  etc. 
(also  see  "Getting  Started  With 
A  Disk  Drive,"  a  continuing 
series  in  COMPUTEl'sGAZETTK),  If 
you  press  RETURN  without  en- 
tering a  disk  command. 


Table  1 : 

Clip-Out  Q.ulck  Reference 
Card — Editing  Commands 


CTRL-Ai  Change  case 

CTRL-B:  Change  background  color 

CTRL-D:  Delele 

CTRL-E:  Erase 

CTRL-H:  Hunt 

CTRL-I:  insert  Mode 

CTRL-Kt  Clear  buffer 

CTRL-L:  Change  lettering  color 

CTRL-P:  Print 

CTRL-R:  Recall  buffer 

CTRL -V:  Verify 

CTRL-X:  Transpose  characters 

CTRL-Z:  End  of  document 

CTRL-4:  Disk  directory 

CTRL-t:  Send  DOS  command 

CTRL-£:  Enter  format  key 

fl;  Next  word 

t2:  Previous  word 

f3:  Next  sentence 

f4;  Previous  sentence 

fS:  Next  paragraph 

f6:  Previous  paragraph 

f7:  Load 

f8:  Save 

Cursor  Up:  Previous  sentence 

Cursor  Down;  Next  sentence 

Cursor  Left/Right;  As  implied 

CLR/HOME:  Erase  All 

Back'airovv;  Backspace 

CTRL-Back-arrow;  Delete  character 

RUN/STOP:  Insert  5  spaces 


Table  2: 

Clip-Out  Quick  Reference 
Card — Format  Commands 

Format  commands  in  column 
one  are  entered  with  CTRL-£. 


Cmd    Description 

" 1 

Default 

^^M   left  margin 

5        i 

^1    ngtitniarf>in 

75             ! 

^H    lop  margin 

s           1 

^1    bottom  margin 

58        : 

^M    define  header 

none        ; 

^M   define  footer 

none         ; 

^M   wail  for  next  sheet 

no  wait     i 

^H    true  ASCII 

^^H    underline  toeele 

^^H    center  line 

H^l    edgerif^ht 

■9|   page  number 

^^S    see  text 

Figure  2: 

Clip-Out  Function 
Key  Overlay 


SHIFT: 


Speed  Script 


Previous 
Word 


Previous 


Previous 
Paragraph 


Save 


Sentence   \CJ^     g^-^ 


Next 
Word 


Next 
Sentence 


Next 
Paragraph 


"^f  ^     'Load 


lA 


*.------^d 


52     COMFUTEI's  Gazette    January  1984 


SpeedScript  displays  the  disk 
error  message  (if  any).  It  may  be 
obvious  by  now  that  CTRL- f  is 
much  like  the  DOS  wedge. 

PRINTr 

At  last,  we  get  to  the  whole  point 
of  word  processing — the  print- 
out. Actually,  you  can  use 
SpeedScript  without  a  printer.  If 
you  and  a  friend  each  have  a 
copy  of  SpeedScript,  you  can 
exchange  letters  on  tape  or  disk, 
ready  to  load  and  view.  You  can 
get  a  lot  of  text  on  one  tape  or 
disk.  And  if  you  have  a  friend 
with  a  printer  and  a  VIC  or  64, 
you  can  bring  SpeedScript  and 
your  files. 

Before  your  text  can  be 
printed,  it  must  be  formatted. 
The  text  must  be  broken  into 
lines  with  margins,  and  there 
has  to  be  a  way  to  divide  the 
output  into  pages.  For  those 
with  pinfeed  paper,  we  also  need 
to  skip  over  the  perforation.  Of 
course,  it  ivould  be  nice  to  be 
able  to  automatically  number  all 
pages.  And  why  not  let  the  com- 
puter center  tines  for  you,  or 


block  them  edge  right?  You 
should  be  able  to  change  the  left 
and  right  margin  anytime,  as 
well  as  line  spacing.  Headers 
and  footers  at  the  top  and  bottom 
of  each  page  would  add  a  really 
nice  touch. 

Well,  SpeedScript  does  all 
that  and  more.  But  with  that 
power  comes  the  responsibility 
to  learn  more  commands.  These 
commands  do  not  act  directly  on 
the  text,  but  control  how  the  text 
is  printed  out.  Some  commands 
do  things  like  change  the  left 
margin,  while  others  let  you  do 
things  with  the  text  like  centering 
or  underlining.  Remember,  the 
formatting  commands  will  not 
change  how  the  text  on  the 
screen  looks.  They  affect  only 
the  hardcopy  (what's  on  paper). 

Thanks  to  several  default 
settings,  you  can  print  right  away 
without  using  any  printer  com- 
mands. If  you  press  CTRL-P, 
SpeedScript  will  make  several 
assumptions  and  begin  to  print. 
A  few  of  these  assumptions  are: 
left  margin  of  five  spaces,  right 
margin  at  75  (meaning  a  line 


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lurfin.    or   "z"    *ar   t?nt»r.       fh*!    i*tT»>' 
I   printer  ^iv*'hi*%*- 


t   (  t     on     s*       1 
■CH^       1  i  n«?       1 
«jLiAr>-t      -to      -tl  !■ 
rr>*«ti-*«^  1  n      "to      v 


56     COMPUTEI's  Gazette    Jonuaryl984 


length  of  70  characters),  and 
double  spacing.  If  you  want  to 
change  these  settings,  you'll 
need  to  use  the  formatting 
commands. 

Entering  Format 
Commands 

The  format  commands  are  single 
letters  or  characters  that  appear 
on  the  screen  in  reverse  video. 
To  get  a  reverse  video  letter, 
press  CTRL  and  the  English 
pound  sign  (next  to  the  CLR/ 
HOME  key).  The  command  win- 
dow will  prompt  "Key:".  Now 
press  one  of  the  format  letters, 
such  as  "r"  for  right  margin,  or 
"c"  for  center.  That  letter  will 
appear  in  reverse  video  (within 
a  "box,"  with  its  colors 
switched).  SpeedScript  recog- 
nizes only  lowercase  letters  and 
some  symbols  as  commands. 

Changing  Printer 
Variables 

The  printer  variables  are  values 
such  as  left  margin,  right  margin, 
line  spacing,  top  and  bottom 
margins,  etc.  They  are  called 
variables  because  they  can 
change.  For  example,  to  quote  a 
passage  within  your  text,  you 
may  indent  it  by  increasing  the 
left  margin,  and  also  change  to 
single  spacing  to  set  it  apart. 
You  would  then  want  to  switch 
back  to  normal  margins  and 
double  spacing  for  the  rest  of 
the  paper. 

To  change  a  printer  variable, 
just  follow  the  reverse  video 
letter  with  a  number.  Do  not 
leave  a  space  between  a  letter 
and  a  number.  You  can  put  the 
format  commands  anywhere  in 
text,  though  I  prefer  to  group 
them  together  on  a  line  of  their 
own.  Here  is  an  example  setting: 

aiotae  001019050*^ 

To  set  off  those  format 
commands,  I'll  show  here  that 
they  are  in  reverse  video  by  en- 
closing thom  in  brackets.  You'll 
enter  them  with  CTRL-English 
pound  sign, 

[1]  Left  margin,  defaults. 


The  left  margin  is  the  number  of 
spaces  to  indent  for  each  line, 

[r]  Right  margin,  default  75. 
This  must  be  a  number  less  than 
80,  which  is  the  number  of  char- 
acters that  can  fit  on  a  line.  Add 
the  line  length  you  want  to  the 
left  margin  to  get  the  right  margin. 

[t]  Top  margin,  default  5. 
How  many  blank  lines  to  skip 
fi'om  the  top  of  the  page  to  the 
first  line  of  printing.  Should  be  at 
least  5. 

[b]  Bottom  margin,  default 
58.  A  number  less  than  66,  which 
is  the  number  of  lines  on  an 
8y2"  X  1 1"  sheet  of  paper  or  pin- 
feed paper.  Do  not  use  a  bottom 
margin  nwre  than  58, 

[h\  Define  header.  The  header 
is  printed  at  the  top  of  each  page, 
if  you  specify  one.  To  define  the 
header,  begin  a  line  with  [h],  enter 
tlie  header  text,  then  press  RE- 
TURN. Example: 

CaAccounting 

Procedures*- 

You  can  embed  a  format  \c] 
after  the  [h]  to  center  the  header, 
a  format  [e]  to  block  the  header 
edge  right,  and  a  format  [#]  any 
place  you  want  a  page  number  to 
appear.  Examples: 

A  centered  page  title  with  a 
dash  on  each  side: 

The  header  used  when  this 
article  was  written: 

DBBrannon/ 
"SpeedScript/m*- 

[f]  Define  footer.  Just  like 
header,  but  appears  at  the  bottom 
of  each  page.  A  centered  page 
number  within  parentheses: 

GBcSx- 

[n]  Next  page.  This  command 
forces  the  printer  to  skip  to  the 
next  page,  regardless  of  the  posi- 
tion on  the  current  page. 

Other  Commands 

These  commands  do  not  change 
printer  variables,  so  they  are  usu- 
ally embedded  witiiin  a  line. 

[u]  Underiine — place  on  each 
side  of  a  word  or  phrase  to  under- 


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lino.  It  works  by  backspacing  and 
overstriking  an  underline  symbol 
on  top  of  each  character.  Some 
printers,  including  the  VIC  1525, 
do  not  support  the  backspace 
command,  so  underlining  will 
not  work  on  these  printers. 

[cl  Center — place  this  at  the 
start  of  a  line  you  wish  to  center. 
Remember  to  end  the  line  with 
RETURN. 

[e]  Edge  right — like  center, 
but  will  block  the  line  to  the  edge 
of  the  right  margin. 

[#|  Page  number — When 
SpeedScript  encounters  this  sym- 
bol, it  prints  the  current  page 
number. 

User-Definable 
Codes 

Many  printers  use  special  so- 
called  escape  sequences  to  con- 
trol printer  functions  such  as 
automatic  underlining,  boldface, 
italics,  super/subscripting,  elon- 
gated, condensed,  etc.  These 
codes  are  either  ASCII  numbers 
less  than  32  (control  codes)  or 
are  triggered  by  an  ESCape  char- 
acter, CHR$(27),  followed  by  a 
letter  or  symbol.  For  example, 
for  the  Epson  MX-80  with  Graf- 
trax,  italics  is  turned  on  with 
ESC  4.  You  should  study  your 
manuals  to  learn  how  to  use  these 
codes.  Since  most  of  the  control 
codes  and  the  escape  character 
are  not  available  from  the  key- 
board, SpeedScript  lets  you  define 
the  format  commands  1-9. 

If  you  enter  [1]  =  65,  then 
every  time  the  reverse  video  [1] 
is  encountered  during  printing, 
that  character  (65  is  the  letter  A 
in  ASCII)  is  sent  to  the  printer. 
For  example,  SpeedScript  uses 
the  back-arrow  for  a  carriage 
return  mark,  so  you  can't  directly 
cause  a  back-arrow  to  print  on 
the  printer.  Instead,  you  can 
look  up  the  ASCII  value  of  the 
back-arrt)w,  which  is  95.  You 
would  enter  [1]  =  95,  say,  at  the 
top  of  your  document.  Then, 
any  place  you  want  to  print  a 
back-arrow,  just  embed  a  [1]  in 
your  text.  The  first  four  numbers 
are  predefined  so  that  you  don't 


have  to  set  them,  but  you  can 
change  their  definition: 

[1]  =  27  (escape),  [2]  =  14 
(elongated,  most  printers), 
[3]  =  15  (elongated  off),  [4]  =  18 
(condensed). 

A  fascinating  possibility  is 
to  trigger  the  bit  graphics  capa- 
bility of  your  printer.  For  exam- 
ple, you  could  define  special 
characters.  On  the  VIC  1525, 
you  could  send  a  graphic  box 
(for  a  checklist  perhaps)  with: 

iSEEECE^  Toothpaste 

This  would  appear  on  the 
printer  as: 

D  iQirithPaste 

Printer  Compatibility 

SpeedScript  works  best,  of 
course,  with  a  standard  Com- 
modore printer.  However,  we 
have  used  it  with  several  other 
printers  such  as  the  Epson  MX- 
80,  an  Okidata  Microline  82A, 
and  the  Leading  Edge  Prowriter 
(NEC  8023),  via  an  appropriate 
interface.  The  interfaces  I've 
used  are  the  Cardco  Card/Print 
and  the  Tymac  Connection.  Any 
interface  that  works  through  the 
Commodore  serial  port  should 
be  fine.  SpeedScript  will  prob- 
ably not  work  with  an  RS-232 
printer  attached  to  the  modem/ 
user  port.  SpeedScript  may  op- 
erate with  some  interfaces  which 
emulate  a  Centronics  port  on  the 
user  port  via  software,  as  long  as 
the  software  does  not  conflict 
with  SpeedScript.  If  you  can  get 
your  printer  to  work  fine  with 
CTRL-P,  skip  the  next  few  para- 
graphs to  avoid  confusion. 

The  Commodore  printers 
and  most  interfaces  use  a  device 
number  of  4.  (Other  device  num- 
bers are  1  for  the  tape  drive  and 
8  for  the  disk  drive).  If  you  have 
more  than  one  printer  attached 
with  different  device  numbers, 
you  can  enter  this  number  by 
holding  down  SHIFT  while  you 
press  CTRL-P.  You'll  be  asked  to 
enter  the  device  number  and  the 
secondary  address.  Incidentally, 


58     COMPUTEI's  Cazetle    jQnuoryl9B'l 


you  can  get  a  ruugh  idea  of  page 
breaks  before  printing  by  using  a 
device  number  of  3,  which  causes 
output  to  go  to  the  screen. 

The  secondary  address  is  a 
command  number  for  the  printer. 
For  Commodore  printers  or  in- 
terfaces which  emulate  the  Com- 
modore printer,  the  secondary 
address  should  be  7,  which  sig- 
nifies lowercase  mode.  The  de- 
fauU  device  number,  4,  and  the 
default  secondary  address,  7 , 
are  automatic  wlion  you  press 
CTRL-P  without  holding  down 
SHIFT. 

If  your  interface  cannot  even 
partially  emulate  a  Commodore 
printer,  you  will  have  a  few  prob- 
lems. First  of  all,  the  numbers 
Commodore  uses  to  describe 
characters,  called  PETASCII  by 
some,  do  not  correspond  with 
standard  ASCII,  which  most 
non -Com  mod  ore  printers  use. 
The  result  is  usually  that  upper- 
and  lowercase  come  out  switched. 
SpeedScript  lets  you  get  around 


this  if  you  place  a  format  [a]  at 
the  top  of  your  file. 

You  also  need  to  use  the  [a] 
if  you  want  to  bypass  the  emula- 
tion offered  by  the  interface. 
You  may  do  this  to  be  able  to 
activate  your  printer's  special 
function  codes  which  are  often 
intercepted  and  interpreted  by 
the  interface.  You  will  also  have 
to  use  a  different  secondary  ad- 
dress. I'll  have  to  bow  out  and 
suggest  you  scrutinize  both  your 
printer's  manual  and  that  of  the 
interface. 

Pinfeed  Versus 
Single  Sheet 

The  pinfeed  or  tractor  feed  is  the 
cheapest  and  most  common  pa- 
per delivery  system  for  printers. 
Some  printers,  however,  have 
a  platen  like  a  typewriter  and 
can  accept  single  sheets  of  paper, 
such  as  stationery  or  company 
letterhead  paper.  Normally, 
SpeedScript  prints  continuously, 
skipping  over  the  perforation 


that  divides  continuous  pinfeed 
paper. 

If  you  are  using  single  sheets 
of  paper,  you  need  SpeedScript 
to  slop  at  the  end  of  each  page, 
tell  you  to  insert  a  new  sheet, 
then  continue.  If  you  place  a 
reverse  video  [w]  (for  Wait)  at 
the  top  of  your  file  (again,  use 
CTRL-English  pound  sign  to  do 
this),  SpeedScript  will  do  just 
that.  When  you  get  to  the  end  of 
the  page,  insert  a  new  sheet, 
then  press  RETURN  to  continue 
printing. 

As  you  can  tell,  SpeedScript 
is  a  truly  comprehensive  word 
processor.  I  used  it  to  write  this 
article,  and  it  is  becoming  popu- 
lar here  at  COMPUTE!  Publica- 
tions, where  writing  is  a  main 
activity.  Although  SpeedScript 
is  ultimately  easy  to  use,  it  may 
take  you  a  while  to  master  all  the 
features  and  variations.  1  hope 
your  adventure  will  prove  to  be 
fascinating  and  fruitful. 
See  program  listings  on  page  172.  Qf 


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The  Inner  World 
Of  Computers 

Part  3:  How  A 
Computer  Remembers 


Tom  Prendergast 


This  month's  installment  examines  how  com- 
puters store  information  in  memory,  how  you 
can  manipulate  that  information  with  PEEK 
and  POKE  commands,  and  how  a  computer 
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two)  wanting  to  learn  more  about  the 
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microswitchcs  inside  your  computer. 
Keep  those  letters  coming,  folks. 

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beginning,  though.  Some  people  thought  it  was 
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they  could  be  squeezed  into  a  computer.  That's 
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that  the  ON/OFF  pattern  of  the  front-panel 
switches  on  the  early  mainframes  looked  like  bi- 
nary and  began  to  program  the  switches  in  binary. 
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the  switches  were  moved  inside.  So  it  was  the 
program  and  not  the  programmer  that  was  put 
inside  the  computer — there's  a  big  difference. 

The  earliest  computers,  full  of  vacuum  tubes 
and  wires,  were  called  "giant  brains."  They  were 
as  big  as  the  side  of  a  barn,  but  they  weren't  as 
brainy  as  an  unexpanded  VIC  of  today  because 
they  were  four-bit  computers,  with  lu/bhk'-sv/.cd 

60     COMPUTEI's  Ca^etle    Jtinuary  1984 


(four-bit-wide)  memory  cells.  You  might  call  them 
the  "four-fathers"  (Ouch!)  of  the  VIC  and  64, 
which  have  eight-bit  (In/te-sizcd)  memory  cells. 

Four  bits  limit  vou  to  16  possible  binary  ON/ 
OFF  switch-patterns— OOUO,  0001,  0010,  0011, 
0100,  0101,  0110,  0111,  1000,  1001,  1010,  1011, 
1100,  1101,  nil — if  vou  remember  our  "15-cent 
computer"  of  two  months  ago.  You  can  crowd  a 
heckuva  lot  more  information  into  an  eight-bit 
byte,  because  the  powers  of  two  doithh'  the  pos- 
sibilities with  every  bit  you  add. 

Even  so,  you  can  do  a  lot  with  four-bit  nybbles. 
Hexadecimal  is  read  in  nybbles,  and  the  VIC-20 
uses  nybble  chips  in  color  memory. 

ELF  joke:  How  many  ELFS  does  it  take  to 
change  a  light  bulb?  Right  if  it's  a  light  bulb,  but 
only  four  if  it's  a  color  bulb. 

**  computer's  brain  is  a  lot  like  ours,  although 
it's  a  lot  smaller,  because  it's  divided  into  different 
sections  that  remember  different  things.  There's  a 
section  that  remembers  what  color  it  was  using 
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of  the  alphabet  are. 

A  PEEK  is  like  reading  a  computer's  mind 
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tion stored  in  a  memory  cell. 


Be  Amazed! 


Telengard:  How  low  can  you  go? 


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If  you  count  the  ASCII  and  CHR$  codes  (see 
the  charts  in  the  back  of  the  VIC  and  64  manuals), 
you'll  find  there  are  256  of  them.  You  have  a  code 
for  every  letter  of  the  alphabet,  the  decimal  num- 
bers from  0  to  9,  punctuation  marks,  graphics- 
plus  codes  that  cnll  up  functions,  such  as 
CHR$(147),  which  clears  the  screen. 

A  fully  expanded  VIC,  PET,  Apple,  Atari,  or 
Commodore  64  has  65536  memory  cells,  each  of 
which  can  remember  up  to  256  different  switching- 
patterns  (thought  patterns.)  Some  cells  are  "hard- 
wired"— the  Read  Only  Memory  (ROM)  cells — 
and  can't  be  changed.  But  you  can  change  anything 
in  Random  Access  Memory  (RAM)  with  a  POKE. 

You  can  POKE  any  number  up  to  255,  but 
when  you  get  to  the  limit  of  ON-bits  a  byte  can 
hold— 11 1111 11  (255)— that's  it!  The  next  number 
would  be  256  ( lOOOOOOOO),  and  that's  9  bits— too 
many  bits  for  an  eight-bit  byte.  If  you  POKE  256 
or  higher,  you'll  get  an  7ILLEGAL  QUANTITY 
ERROR. 

By  the  way,  don't  you  just  love  those  error 
messages?  What's  so  illegal  about  asking  for  some- 
thing that  isn't  there?  And  the  question  mark 
before  ILLEGAL  is  a  dead  giveavvay  that  they're 
not  quite  certain  it  is  illegal.  But  that's  not  the 
ELFS'  fault,  it's  a  canned  message  in  ROM  mem- 
ory. When  you  get  a  little  deeper  into  machine 
language,  you'll  be  able  to  change  error  messages 
to  anything  you  want.  Like,  SORRY,  SWEET- 
HEART—TRY AGAIN.  You  do  this  by  changing 
the  "pointer"  (sort  of  like  an  ELF  bird  dog)  to 
point  to  a  different  block  of  memory  cells  where 
your  new  message  is  stored. 

Here's  a  short  program  to  show  vou  what 
we're  talking  about.  It  POKEs  different  characters 
into  the  RAM  cells  that  are  "mapped"  to  the  screen: 

10  SC=76a0:PRINT  CHR? ( 147 ): POKE  36879,7 
20  FOR  CELLS=e  TO  505: POKE  SC+CELLS , 79 :NE 
5CT 

30  print"  {15  r30wnl{rvsh4  spaces} press  sp 

acebar(4  spaces)" 
40  get  spacebarssif  sp?=""then  40 
50  poke  sc+ch,ch: print  chr5 ( 19 );: print" 

[14  DOWNJIrVS}  code  number" ;CH" 
60  CH=CH+1:GOTO  40 

Note:  For  the  Commodore  64,  change  lines 
10  and  20  as  below: 

10  SC=1024; PRINT  CHR$ { 147 ): POKE  53281,7 
20  FOR  CELLS=0  TO  999: POKE  SG+CELLS, 79 :NE 
XT 

When  you  RUN  the  program,  the  screen  di- 
vides itself  into  little  cells.  Now  watch  the  top  left 
HOME  cell  and  press  the  space  bar.  (a  appears  in 
that  memory  position,  with  the  CODE  NLJMBER 
0  in  reverse  below. 

Press  the  space  bar  again  and  the  letter  A 
appears  in  the  second  cell.  The  code  number 
changes  to  1  (its  POKE  value).  Keep  pressing  the 

62     COMPUrEI'sCazoHB    January  1984 


space  bar  until  you've  filled  up  the  first  256  screen 
cells  with  all  of  the  characters  and  graphics  in 
character  ROM. 

Don't  press  the  space  bar  to  POKE  beyond 
code  255,  though.  You  did?  You  overloaded  the 
byte  and  got  an  ?ILLEGAL  QUANTITY  ERROR 
IN  50,  right?  Don't  say  we  didn't  warn  you! 

WK.  So  we've  learned  how  to  POKE  things  into 
RAM.  Now  let's  take  a  PEEK  to  see  how  BASIC 
stored  our  program  in  memory.  Clear  the  screen 
because  we're  going  to  see  a  lot  of  numbers  and 
you  don't  want  them  scrolling  off  the  screen. 

Now  list  line  10  {type  LIST  10  and  RETURN), 
and  directly  below — with  no  line  number — type 
this: 

FOR    I=0TO31:PR1NT    PEEK(4096+I ) r :NEXT 

For  the  64,  use  PEEK{2048  + 1) 

Make  sure  you've  included  the  semicolon 

after  the  second  parenthesis,  then  type  RETURN. 
This  is  what  you  should  see  for  the  VIC  (the 

64  display  will  be  slightly  different): 


READY. 
LIST  10 

10  SC  =  7680rPRINT  CHRSt 
147):POKE  36879,7 

READY. 

FOR  I  =  0TO31:PRINTPEEK 
(4096  +  I);:NEXT 
0    32     16    10    n     B3 

67     178     55     54     56 
48    58    153    32    199 
40    49    52    55     41    58 
151     32    51     54     56 

55    57  44  55     0 

READY. 


What  do  all  these  numbers  mean?  Each  one 
represents  the  byte  stored  in  the  32  memory  cells 
storing  line  10.  VIC  program  storage  starts  at  4096 
(2048  is  the  starting  address  for  the  64),  so  that 
accounts  for  the  first  zero.  That  zero  is  a  "null 
byte" — sort  of  a  place  marker — and  so  is  the  zero  at 
the  very  end  marking  the  end  of  line  10  in  memoiy. 

The  next  two  numbers  are  actually  one  two- 
byte  number  because  it's  a  poiitler  pointing  to  the 
memory  address  where  the  NEXT  program  line  is 
stored.  (Line  20  has  a  pointer  in  front  of  it  pointing 
to  where  line  30  is  stored,  and  so  on,  for  every 
line  to  the  end  of  the  program.)  The  VIC,  64, 
Apple,  and  Atari  hitch  two  bytes  together  to  form 
an  address.  This  means  vou  can  have  an  address 
as  high  as  65535(1111111111111111  in  binary),  but 
figuring  out  addresses  gets  really  complicated 
because  the  bytes  are  hitched  together  backwards 
and  the  lii\^li  bi/tv  follows  the  low  In/te. 


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Fortunately,  there's  a  little  ELF  in  there  that 
does  all  the  figuring  when  a  program  is  running, 
but  if  we  want  to  figure  it  out,  we  have  to  multiply 
the  high  byte  (16  for  the  VIC,  8  for  the  64)  by  256 
and  add  the  low  byte  {32)  to  it.  Quick  now,  what's 
the  starting  address  for  line  20? 

Hang  in  there — we're  coming  out  of  the  dark- 
ness into  the  light. 

The  number  10  looks  familiar.  What  do  you 
suppose  it  represents?  It's  the  "10"  of  line  10!  The 
zero  following  the  10  is  the  high  byte  of  the  line 
number.  Like  addresses,  line  numbers  are  kept  in 
low  bvte/high  byte  form.  The  83  and  67  are  the 
ASCII  coding  for  S  (83)  and  C  (67)  of  our  SCreen 
variable  SC. 

Now  we're  going  to  throw  you  a  curve.  You 
might  expect  that  the  etqual  sign  would  be  ASCII 
coded,  too,  but  it's  not.  In  this  particular  case,  the 
equal  sign  is  an  operator,  and  the  token  code  for  = 
is  178.  All  BASIC  operators  are  token ized^ — 
squeezed  into  a  byte,  PRINT,  for  instance,  which 
has  five  letters  and  would  need  a  location  for  each 
letter  in  ASCII,  when  tokenized  to  189  requires 
only  a  single  cell.  This  saves  a  lot  of  memory  space. 
You  don't  save  any  memory  by  tokenizing  a  one- 
character  operator  like  =  butCHRSand  POKE 
are  operators  and  use  only  one  cell. 

If  you  count  the  number  of  characters  in  the 
listed  version  of  line  10,  then  count  the  numbers. 


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you'll  find  that  tokenizing  saves  you  eight  bytes: 
39  versus  31.  There  is  another  reason  for  token- 
izing besides  saving  memor)'.  The  BASIC  inter- 
preter, which  converts  your  BASIC  programs  into 
machine  language  (which  can  be  executed  by  the 
computer),  can  only  understand  instructions  in 
tokenized  form,  That  is,  when  the  interpreter 
sees  the  number  153  it  knows  you  want  to  print, 
but  it  does  not  understand  the  letters  PRINT. 

We're  going  to  leave  the  rest  of  the  numbers 
up  to  you  to  figure  out.  One  trick  is  to  use  the 
operator  tokens  as  landmarks  (see  the  list  below 
for  the  tokens  used  in  the  program),  so  that  any 
numbers  in  between  must  be  ASCII.  The  ASCII 
code  for  the  digit  0  is  48,  for  instance;  1  is  49,  and 
so  on,  in  sequence  up  to  the  9,  which  is  57,...  The 
left  parenthesis  "("  is  40  in  ASCII,  the  right  paren- 
thesis ")"  is  41,  and  a  space  is  32.  You'll  find  the 
rest  of  the  ASCII  code  on  page  145  of  the  VIC  man- 
ual and  on  page  136  of  the  64  manual. 

do  that's  how  an  ELF  remembers.  Some  of  this 
may  have  seemed  complicated  and  roundabout — 
all  the  different  codes,  numbers  that  aren't  num- 
bers, binary,  hex — but  it's  something  that's  been 
worked  out  over  the  years,  and  it  works! 

That's  not  to  say  that  someone  won't  think  of 
an  easier  and  quicker  way  of  doing  things.  A  few 
years  from  now,  we'll  be  heehawing  at  today's 
computers  as  hard  as  we  heehaw  at  the  big 
monsters  of  just  a  few  years  ago.  You  can  bet  that 
the  computers  of  the  future  will  be  as  different 
from  today's  machines  as  rockets  from  the  high- 
wheeled  bike. 

Next  month  we'll  take  you  inside  a  computer 
for  a  guided  tour  of  ELFland.  And  we'll  also  show 
you  an  easy  way  to  convert  decimal  to  binary  that's 
so  simple  you  can  do  it  in  your  head.  (Who  said 
you  need  a  computer  to  compute?)  Until  then, 
may  the  ELFs  be  with  you. 


SOME  BASIC  TOKENS 


OPERATOR 

TOKEN  NUMBER 

FOR 

129 

NEXT 

130 

GOTO 

137 

IF 

139 

POKE 

151 

PRINT 

153 

GET 

161 

TO 

164 

THEN 

167 

PEEK 

194 

CHR$ 

199 

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Getting  Started 
With  A  Disk  Drive 

Part  3 :  More  Disk  Commands 


Charles  Brannon,  Program  Editor 


More  on  the  disk  commands,  and  simplifying 
them  with  the  DOS  wedge. 


Ltist  month,  we  covered  many  aspects 
of  disk  use,  from  formatting  a  disk  to 
LOADing,  SAVEing,  and  VERIFYing 
BASIC  prugrams.  I  suggest  you  get  thLit 
back  issue  if  you  haven't  seen  it  yet. 

'I'he  disk  drive,  like  your  computer,  has  its 
own  microprocessor  and  memory,  wliich  makes 
it  a  computer  in  its  own  riglit.  This  intelligence 
lets  it  perform  many  of  the  tasks  that  the  com- 
puter itself  performs  on  other  personal  computer 
systems. 

This  saves  computer  memory,  since  no  pro- 
gram is  required  for  essential  operations  {called 
the  Disk  Operating  System,  DOS).  Also,  since  the 
disk  drive  has  some  independence,  it  can  execute 
the  command  you  send  it,  then  let  the  host  com- 
puter go  on  to  some  other  task.  This  is  tiiultitaskiji^;: 
two  microprocessors  working  together  to  perform 
separate  tasks  simultaneously. 

All  your  VIC  or  64  has  to  do  is  send  an 
"English-like"  command  to  the  drive.  As  dis- 
cussed last  month,  you  first  have  to  open  up  the 
lines  of  communication  (a  channel).  This  line: 

OPEN  15,8,15 
does  thai  trick.  The  first  number  can  be  almost 

66     COMPUTEi's  Gaialle    January  1984 


anything.  It  is  just  a  code  mimber  that  subsequent 
commands  will  use  to  identify  this  particular 
channel.  The  second  number,  8,  signifies  the  disk 
drive.  Here  is  a  list  of  device  numbers  for  Com- 
modore devices: 

1  =  Cassette 

2  =  RS-232(modem) 

3  =  Screen 

4  =  Printer 

5-7  =  Expansion  (other  printers) 

8  =  Disk  drive 

9  =  Another  optional  disk  drive 

The  last  number,  15,  is  the  scamdanj  address, 
al-so  known  as  the  command  number.  In  our  case, 
this  number  tells  the  disk  drive  that  all  input/ 
output  through  this  channel  will  be  communica- 
tion with  the  drive's  command  channel,  rather 
than  data  to  be  read  or  written.  We'll  cover  other 
uses  of  the  secondary  address  when  we  get  into 
reading  and  writing  our  own  data  files. 

After  we've  OPENed  our  channel,  we  can 
send  commands  in  BASIC  with  PRINT#  (say, 
PRINT-file),  or  request  information  from  the  drive 
with  INPUT#(yougotit,  INPUT-file).  Last  month, 
we  tried  out  the  NEW  command  that  formats  a 
disk  (prepares  it  for  storage).  The  form  of  NEW  is: 

PRINT#15,"N:disk  nnme,lD" 

Remember  that  the  PRINT#15  will  not  work 


SCRIPT  64 


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unless  we've  first  OPENed  file  15.  If  you  don't 
OPEN  a  file,  yet  try  to  access  it,  you'll  get  the 
obvious: 

7FILE  NOT  OPEN  ERROR 

Another  possible  error  is: 

7DEVICE  NOT  PRl^SENT  ERROR 

You'll  usually  get  this  if  you  don't  have  the 
device  (disk  drive,  printer)  turned  on,  attached, 
or  "ready"  (some  printers  have  a  "local"  mode 
where  you  control  it  from  its  console  rather  than 
from  th  e  com  p  u  ter) . 


H, 


Lere's  another  command  that  you'll  use  a  lot. 
Everyone  has  files  on  his  disk  that  he  no  longer 
needs.  The  files  may  be  temporary  files,  obsolete, 
or  even  incorrect.  You  may  also  need  to  remove 
files  from  a  disk  tti  free  up  some  room  on  the  disk 
for  a  new  file.  The  SCRATCH  command  allows 
this.  Its  format  is: 

PRINT#15,"S:filename" 

Again,  the  command  itself  is  inside  the  quotes. 
The  PRINT#15  is  just  BASIC'S  way  of  sending  a 
command.  We'll  cover  another  way  to  send  com- 
mands with  the  DOS  wedge  a  little  later. 

After  you  send  the  SCRATCH  command,  the 
drive  goes  to  w^ork  and  BASIC  instantly  comes 
back  with  READY,  even  though  the  disk  is  still 
spinning.  This  can  be  a  little  misleading.  You  can- 
not remove  the  disk  yet — not  while  the  red  "busy 
light"  shines  and  the  disk  motor  is  on.  But  you 
arc  free  to  use  your  computer  for  other  tasks,  such 
as  LISTing  a  program  on  the  screen. 

If  you  try  to  send  another  disk  command  before 
the  drive  has  finished  SCRATCHing  the  file,  the 
computer  will  "hang"  while  it  waits  for  the  drive 
to  finish,  then  sends  the  command  and  returns 
READY.  This  process  is  known  as  "pipelining," 

You  can  use  the  asterisk  (*}  wildcard  with 
SCRATCH,  but  do  be  careful.  For  example, 

PRINT#15,"S:ENERG*" 

erases  all  files  on  the  disk  beginning  with 
"ENERG"  such  as  "ENERGY  FILE",  "ENERGY 
BASE",  "ENERGIZE",  etc.  It  will  not  remove  a 
file  called  "SOLAR  ENERGY".  As  you  can  tell,  the 
asterisk  is  powerful  but  dangerous.  If  you  sent: 

PRINT#15,"S:*" 

every  single  file  on  your  disk  would  be 
SCRATCHed,  quite  a  catastrophe  if  done  by  mis- 
take, I  generally  do  not  use  the  asterisk  with 
SCRATCH,  just  to  be  safe.  If  you're  not  sure  what 
a  file's  name  is,  you  can  always  LIST  the  directory 
with  LOAD  "S", 8, 

After  you  SCRATCH  a  file,  it  leaves  a  "hole" 
behind.  If  you  had  three  files  on  a  directory: 

63     COMPUTEI's  Gazelle    jQnuoi7l984 


0  "DEMO  DISK  "  QZ  2A 

2  "TINSELTOES"  PRG 

3  "SPACEFACE"  PRG 

1  "SMELDGEOIDS"  PRG 
658  BLOCKS  FREE. 

and  SCRATCHed  the  middle  one: 

0  "DEMO  DISK        "  QZ  2A 

2  "TINSELTOES"         PRG 

1  "SMELDGEOIDS"        PRG 
661  BLOCKS  FREE. 

then  there  is  an  invisible  gap  left  between  what  is 
now  the  first  and  second  files.  This  can  be  con- 
firmed by  writing  another  file  to  the  disk.  Let's 
say  you  write  a  program: 

10  INPUT  "AMOUNT";A 

20  PRINT  "4%  SALES  TAX:";A*1,04 

then  SAVE  it  as  "TAXCOMP",  The  directory 
would  then  look  like  this: 


0  "DEMO    DISK 

2     "TINSELTOES" 

1  "TAXCOMP" 

1      "SMELDGEOIDS" 
660  BLOCKS  FREE. 


QZ    2A 
PRG 
PRG 
PRG 


I 


t's  sometimes  necessary  to  change  the  name  of 
a  file.  Perhaps  you've  merely  changed  your  mind, 
don't  like  the  existing  name,  or  want  to  use  an 
existing  filename  for  another  file.  The  disk  drive 
lets  you  RENAME  a  file. 

PRINT#15,"R:new  name  =  old  name" 

For  example,  to  change  the  nondescript 
"GAMEl"  into  "SPACE  THIEF",  use: 

PRINT#15,"R:SPACETHIEF  =  GAME1" 

This  is  one  of  the  few  commands  that  readily 
makes  sense. 

Another  disk  command  is  COPY,  It  lets  you 
copy  a  file  onto  the  same  disk  with  a  different 
filename.  It  can  be  used  in  this  manner  to  make 
convenient  backup  copies  of  a  file  on  the  same 
disk.  Another  use  is  to  move  files.  If  you  want  to 
place  another  program  at  the  top  of  the  disk,  i'or 
example,  COPY  the  existing  program  to  the  disk 
with  a  different  name,  SCRATCH  it  (which  leaves 
behind  a  "hole,")  then  RENAME  it.  Now  you  can 
SAVE  the  file  you  want  at  the  top  of  the  disk  since 
it  will  fill  the  hole  left  by  the  SCRATCHed  file, 

COPY  has  a  really  strange  syntax: 

PRINT#15,"C0:new  file  =  0:other  file" 

I've  found  you  can  shorten  it  to: 

PR  I  NT#15,"C:new  f  lie  =  other  file" 

In  fact,  RENAME  was  also  shortened  from 
"R0:NEWNAME  =  0:OLDNAME".  The  shorter 


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form,  with  the  drive  number  (0)  deleted,  works 
just  fine: 

PRINT#lS,"R:NEWNAME  =  OLDNAME". 

COPY  cannot  copy  a  file  to  a  different  disk  or 
disl«;  drive.  It  dues  have  another  use.  You  can  use 
COPY  to  "glue"  several  files  together  under  a 
different  name.  This  merge  operation  is  usuful  lor 
combining  two  or  more  data  files  into  one.  Again, 
all  the  files  have  to  be  on  the  same  disk.  You  can 
combine  up  to  four  files.  The  syntax  here  is  Irickiei* 
than  ever: 

r'RrNT#15,"C0:newfile  =  0:filc1,0:filc2,0:filo3,0:filo4" 

The  filename  "ncwfile"  (or  whatever  yuit  call 
it)  will  be  a  merge  of  file!,  file2,  file3,  and  file4. 
Fortunately,  you  can  shorten  this  command,  too: 

PR[NT#15/'C:nL*wfHe  =  filfl,:file2,:file3,:file4" 

The  drive  numlier,  again,  was  left  out,  since 
there  is  only  one  drive  in  the  1341  (as  opposed  to 
the  eariier  dual-drive  2040  and  4040  for  CBM 
computers).  If  you  only  want  to  chain  two  files 
together: 

PRINT#15,"C:newfilc  =  filel,:filc2" 

Notice  that  the  last  file  in  the  command  need 
not  have  ",0"  or  ","  added  to  the  end.  Fortunately, 
few  people  will  ever  need  to  use  this  variant  of 
the  COPY  command. 

By  the  way,  some  of  you  may  be  thinking 
that  COPY  would  be  a  convenient  way  of  merging 
two  programs,  such  as  a  main  program  and  a 
subroutine.  Indeed,  Commodore  L^isk  B.'\SIC  4.0 
uses  COPY  for  its  APPEND  coinmand.  But  since 
COPY  just  tacks  the  files  together,  it  leaves  the 
"end  of  program"  marker  between  the  two  files. 
When  you  LOAD  the  combined  program  and 
LIST  or  RUN,  the  computer  sees  only  the  hrst 
program,  even  though  the  second  one  is  there, 
using  memory.  It  is  possible  to  remove  the  end  ot 
prt)gram  marker,  but  the  technique  is  not  brief 
enough  to  include  here  (cheer  up.  Disk  BASIC  4.0 
can't  dt)  it  either). 

A  here  are  many  other  disk  commands,  but  most 
of  the  rest  will  be  useful  only  to  programmers. 
We'll  cover  two  of  the  more  arcane  ones,  though: 
Validate  and  Initialize.  The  form  of  both  com- 
mands is  simple: 

PRJNT#15,"V"     for  validate 
IM{rNT#15,"["      for  initialize 

What  do  these  do?  Initialize  causes  the  disk  light 
to  shine,  and  the  disk  whirs,  spins  a  bit,  then 
quits.  Validate  will  take  quite  awhile  to  finish, 
then  will  seemingly  have  done  nothing  when  you 
look  at  the  directory.  To  understand  these  two 
commands,  we'll  have  to  take  a  look  at  the  BAM — 
the  Bit  Access  Map  (or  Block  Availability  Map). 

70     COMPUT£l'i  Gazette    January  1984 


There  are  683  blocks  on  ona  disk.  Pach  block 
holds  256bvtes,  giving  vou  a  potential  174,848 
bvtes  of  space. 

(By  the  way,  a  sector  size  of  256  bvtes  would 
seem  to  indicate  double  densitv,  since  single- 
density  drives  use  onlv  128  bvtes  per  sector,  so 
maybe  you  should  buy  double-density  grade 
disks.  On  the  other  hand,  the  classification  is  usu- 
ally reserved  for  drives  with  more  than  35  tracks. 
Try  several  brands  and  grades  of  disks  and  see 
which  works  best  Itvryou.) 

Somehow,  the  disk  drive  has  ti>  keep  track  of 
which  blocks  have  been  used  for  files,  and  which 
are  available  for  tuture  use.  Were  it  not  lor  this 
housekeeping,  a  new  file  could  overwrite  a  previ- 
ous one.  The  BAM  is  stored  on  the  disk  as  a  block 
of  bits,  where  each  bit  (on/off,  1  or  t))  specifies 
whether  the  sector  in  the  corresponding  position 
as  the  bit  is  allocated  or  not  (the  twelfth  bit  denotes 
sector  12).  When  a  file  is  written,  the  sectors  used 
are  noted  in  the  BAM.  In  fact,  the  last  line  of  the 
directorv;  xxx  BLOCKS  FREE,  is  computed  from 
the  BAM. 

DOS  does  not  read  the  BAM  every  time  it 
needs  the  information.  Usually,  DOS  reads  the 
BAM  once,  and  stores  it  in  its  own  memory.  11 
will  then  update  the  BAM  on  the  disk  when  it's 
done.  If  you  change  disks,  however,  the  drive 
may  get  confused.  It  may  try  to  write  new  files 
with  the  old  BAM,  then  write  the  old  BAM  to  the 
new  disk.  Scramble  cilv!  The  old  BAM  may  say 
that  certain  sectors  are  available,  but  tliey  might 
not  be  on  the  new  disk. 

Fortunately,  DOS  checks  the  disk's  !D  before 
it  tries  to  write  a  file,  or  change  the  BAM.  The 
drive  is  helpless,  however,  if  you  have  NEWed 
(formatted)  both  disks  with  the  same  ID.  This  is 
why  it  is  vital  that  every  disk  have  a  unique  ID 
number. 

You  can  prevent  this  possible  catastrophe 
with  Initialize.  Initialize  forces  the  drive  to  read 
the  BAM  from  the  diskette.  It  also  resets  some 
other  minor  DOS  variables.  Some  people  revere 
Initialize  with  religious  fanaticism,  refusing  to  write 
to  a  disk  without'the  ritual  of  OPEN  1,8,15,'T" 
(yes,  you  can  send  a  command  via  the  filename  in 
OPEN), 

In  practice,  h  can't  hurt.  In  fact,  sometimes 
the  disk  head  will  find  itself  in  an  intermediate 
position  between  tracks,  usually  when  jostled. 
The  disk  can't  figure  out  where  it  is,  since  it  can't 
read  its  signposts  which  were  put  on  the  disk 
during  formatting.  You  can  set  tiie  disk  straight 
with  an  Initialize,  which  tells  it  to  "go  home." 
(1  lome  is  track  18,  where  the  BAM  and  directory 
are  stored.) 

Validate  is  more  useful.  It  reconstructs  the 
entire  BAM  by  tracing  eacli  file  on  the  directory, 
noting  which  sectors  are  used.  After  it's  traced 


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through  all  the  files,  it  can  then  rewrite  the  newly 
created  BAM  to  the  disk.  This  can  sometimes  give 
you  more  blocks  free  on  the  directory. 

Some  error  or  discrepancy  in  DOS  occasion- 
ally causes  it  to  misalkicate  sectors.  It  may  fail  to 
free  up  blocks,  or,  rarely,  fail  lo  allocate  Ihem. 
These  accumulated  bit  errors  can  add  up  to  a  lot 
of  wasted  disk  space  over  time,  since  the  disk 
won't  write  to  an  allocated  sector.  Validate  finds 
out  the  truth,  so  you  can  sometimes  free  up  disk 
space  unexpectedly. 

It's  worrisome  when  this  happens,  though, 
since  it  proves  that  DOS  has  made  minor  errors, 
[f  DOS  failed  to  alk)cate  a  sector,  then  that  sec- 
tor could  be  used  by  another  file,  destroying  the 
original  file. 

Another  bug  seems  to  be  related  to  BAM. 
When  you  load  one  program  yet  get  another,  the 
pointers  on  the  disk  which  identify  the  starting 
sector  of  each  file  have  become  switched  or  garbled. 
This  problem  is  also  accompanied  by  sectors 
of  the  original  file  which  have  become  overwritten, 
so  there  is  no  way  to  recover.  This  problem  hap- 
pens most  often  with  frequently  used  disks  or 
■those  which  are  full.  It  can  also  happen  when  you 
forget  to  use  the  "0:"  prefix  wlien  SAVHing  to 
disk  (SAVE  "0:program",8). 

Validate  can  sometimes  clear  up  these  con- 
fused disks.  It  can  also  aggravate  it,  since  the  di- 
rectory from  which  Validate  computes  the  BAM 
may  be  incorrect  itself. 

X  ou  may  be  tired  of  always  having  to  OPEN 
15,8,15  to  send  a  command.  And  no  one  likes 
having  to  SAVE  your  program  before  you  LOAD 
"S",8  to  LIST  the  directory.  Well,  Commodore 
hears  you.  It  has  thoughtfully  provided  a  conven- 
ient shortcut  for  using  the  disk  drive  from  BASIC. 
Just  insert  your  TEST/DEMO  disk  and  LOAD  "C- 
64  WEDGE",8  or  LOAD  "VIC-20  WEDGE", 8  and 
RUN,  The  program  will  then  LOAD  the  actual 
wedge  program  (which  is  in  machine  language) 
and  execute  it. 

The  wedge  adds  a  few  single-key  commands 
to  BASIC.  You  can  use  these  commands  only  in 
the  immediate  (READY)  mode,  not  in  a  program. 
First,  let's  display  the  directory.  Enter: 

@$ 

Magically,  the  directorv'  scrolls  by  on  the 
screen.  You  can  hold  down  C'l'RL  to  slow  it  down, 
or  press  SPACE  to  freeze  it.  Press  SPACE  again  to 
continue.  And  when  it's  finished,  you  still  have 
your  program  in  memory.  Most  useful. 

You  can  also  send  any  of  the  disk  commands 
we've  men  Honed.  Just  replace  the  PRINT#15, 
with  (('(  .  For  example: 

PRlNT#15,"R:m;wnamc  =  oldiiamc" 


would  be: 

@R:ncwnamc  =  oIdname 

Remember  the  small  one-line  program  from 
last  month  that  will  read  the  error  message  if  the 
red  light  is  blinking? 

10  Ol'EN  15,8, 15:1  NI'UT#15,EN,EM$:rRINT 
EN;EM$;CLOSni5:CND 

Quite  a  lot  just  to  read  the  error  message. 
The  wedge  makes  this  trivial.  Just  enter  the  @ 
and  hit  RETURN,  without  sending  a  command.  If 
there  is  no  error,  you'll  see: 

00,  OK,00,00 

Otherwise,  you'll  see  something  such  as: 

63,  FILE  EXISTS,00,00 

For  a  complete  list  and  description  of  DOS 
error  messages,  see  Appendix  B  in  your  disk  drive 
manual. 


Wi 


ith  the  wedge,  you  should  never  have  to 
remember  to  add  ",8"  to  the  end  of  a  LOAD  or 
SAVE,  Instead,  two  single-key  commands,  / 
(divide-by,  on  ?  key)  and  the  back-arrow  (upper- 
left  corner),  give  vou  single-key  LOAD  and  SAVE. 
To  LOAD  a  program,  enter: 

/program 

If  you  would  like  to  LOAD  and  RUNT  in  one 
step,  use  the  up-arrow: 

Iprogram 

SAVHing  is  easy  with: 
♦—0:  program 

If  the  file  exists  on  the  disk  already,  you  may 
want  to  SCRATCH  it  first,  or  use  feO:  in  place  of 
0:  (called  Save  with  Replace). 

There's  anotlier  convenience,  too:  You  don't 
have  to  enter  the  filename.  Just  list  the  directory 
with  (<tS,  then  stop  it  (RUN/STOP)  when  you  see 
the  name  vou  want.  Move  the  cursor  up  to  the 
director)'  and  just  type  the  /  or  1  in  the  first  column, 
and  hit  RETURN.  The  wedge  will  ignore  the 
quotes,  spaces,  and  extraneous  "PRG"  business, 
and  go  to  work. 

One  more  wedge  command:  the  %  replaces 
LOAD  "name", 8,1.  This  is  known  as  a  Jiotiretocat- 
(iblc  load.  You  would  use  the  %  key  to  LOAD 
machine  language  programs: 

7oUNNEW 

It  has  an  ad  vantage  over  using  BASIC'S  LOAD 
command.  It  will  not  change  the  end-of-variables 
pointer.  What  this  means  is  that  vou  won't  get  an 
?OUT  OF  MEMORY  ERROR  after  you  use  it.  You 
can  therefore  use  it  to  LOAD  machine  language 
without  disturbing  a  BASIC  program  in  memory. 

Since  the  DOS  wedge  "wedges"  into  BASIC, 


72     COMFUTEl's  Gazette    J □  ti u o ry  1 984 


'& 


I   ^   W^'^- 


NOW 
fnr 

'DiiTimmlnre  111. 


JSNAm  k.i1AN 


ASTIC! 


>- 


tO^S^Vi  r     \\tl  iv'  '  ^ 


for 
'Commodore  64 


rammed  in  macrfi 


UiC  20.'M 
POCKET 
Relerence 

Gofde 
Sitid  SAEF  ii  tech;' 


^^A 


iSrt^ 


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grouping  of  wires,  while  power 
packs  rest  hidden  lichind  center 
panel  on  shelf. 

The  slide  out  software  tray  has  room  for  14  cartridges  or  cassettes 

and  up  to  30  diskettes.  Most  brands  of  software  will  fit  between  the 

adjustable  partitions  with  a  convenient  hook  for  the  spare  key  at  rear. 

Stand  fits  Atari  400  &  800,  Commodore  64  &  VIC  20.  Ti  99/4A 

and  TRS-80. 

Cabinet  dimensions  overall  36"  high  x  33-7/8"  wide  x  16'  deep. 

Cabinet  comes  unassembled.  Assembly  requires  oriy  a  screwdriver, 

hammer,  and  a  few  minutes  of  your  time. 

Choice  in  simulated  woodgrain,  of  warm  golden  oak  or  rich  natural 


walnut  finish. 


HVTffi 


To  order  CS  1632,  send  S89.95  tO; 
RO  Box  446  West  Una  OR  97068 
For  Fast  Phone  Orders  Call 
Toll  Free  J-aOO-547-3IOO 
Inside  Oregon  Call  (503)  635-6667 


Name  _ 
Address  . 
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□  Golden  oak  finish        Q  Natural  walnut  finish 

□  My  personal  check,  cashiers  check  or  money  order  is  enclosed. 
n  Bill  my  VISA*    Exp,  Date  __ . 

□  Bill  my  Mastercard  # Exp.  Date 

Card  Holders  Signature 


Immedlalc  shlpminl  If  In  ItlKli  If  pctsonil  check  13  5enl.  olluw  sddiUomil  2  weeks 
Pricti  subjvct  !o  ctianflt.  Shipment  subject  to  aval]abilJrY  tljsbinel  shipped  unUMmbkd  (n 
2  cartons.  Ships  UPS  !n.  colittt  FOB  Ponlird.  Oregon 


it  can  make  some  programs  RUN  more  slowly.  If 
vou  want  the  wedge  out  of  your  way,  just  enter 
f«  Q  (for  Quit). 

It's  not  easy  to  make  a  copy  of  the  64  version 
of  the  wedge,  since  it  is  in  machine  Liiignage. 
Yon  sIiouIlI  first  SAVIZ  Hie  l^ool  program  "C-64 
WHDCE"  found  on  the  demo  disk,  then  type  in 
and  RUN  the  program  accompanying  this  article, 
"Wedgemaker."  It  will  SAVli  the  wedge  from 
memory,  so  be  sure  you've  already  LOADed  in 
the  wedge  from  your  demo/utility  disk. 

We've  covered  just  about  all  the  essential 
information  this  month.  Remember  that  you  can 
use  many  of  these  commands  h'tim  applications 
such  as  word  processors,  loo.  Next  month,  we'll 
further  our  exploration  by  reading  and  writing 
our  own  data  files.  Until  then,  trv  out  all  the 
ctunmands  with  a  scratch  disk  until  you  get  the 
hang  of  them, 

Wedgemaker 

10  REM  64  WEDGEMAKER  s rem  139 

20  0PEN1,S,1, "0:DOS  5.1"  : rem  218 

POKE780, 253!POKE2  53,0:POKE2  54, 192; POKE 
7ai,90:POKE7B2,207:SYS65496  : rem  214 
CLOSEltEND  trem  28 


30 


40 


commodore64^199 


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oni  14"  color  monitor  1701     $299.95 
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connect  int/cable  339,96 

t7D1    t4"  Color  Monitor,  good  quetity  299.95 
1530    Dataiettii  program  recordir  69.95 

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TelicomniunicBtiani  softwire 


yPtHCH*illl  [111. >  But 
tnai.nf  1^  1^      III  »rBI 


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groducis,  goodi  in  lubjact  to  mLlibihtv. 
FIlGI  your  Didtn  nowl 


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Drdii  DittitEigtil  i  divii  Hull!   TM  AM  Ip  GOO  W  Mo  n  Si  I 
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For  CBM-64 
and  VIC 

owners  only: 

This  is  just  1  of 
20  pages  of  the 
newest  and  biggest 
Skyles  catalog,  hot 
off  the  press. 

We  know  you'll 
want  this  page,  in 
itsfull7"/4x9 
splendor,  and 
another  1 9  pages 
of  peripherals, 
software  and  books 
that  will  make  your 
CBM-64  or  VIC 
computer  even 
nicer  to  live  with. 
So,  if  we  missed 


.^^ 


^n,^^V^^xv 


t\e' 


vo^:«A 


VXV« 


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.*;t»*' 


f.fc> 


.c^i;^' 


^o-'J 


ca-' 


>\o^ 


^vso" 


sending  you  your 
very  own  copy 
within  the  last  few 
weeks,  call  us  at 
(800)  227-9998 
(unless  you  live 
in  California,  in 
whiich  case  call 
(415)965-1735. 


I 


From  Skyles 
Electric  Works,  the 
oldest  and  largest 
professional 
specialists  in  the 
business. 


Skyles  Electric  Works 

231-E  S.  Whisman  Road 
Mountain  View,  California  94041 


-'MI.IA'JU'. 


Marion  Taylor 

The  Programmer  Behind 
Touch  Typing  Tutor 


Kathy  Yakal,  Editorial  Assistant 


It's  much  harder  to  use  a  com- 
puter if  you  don't  know  how 
to  type.  Judging  from  the 
number  of  typing  tutorials 
available  these  days,  and  the 
success  of  many  of  them,  lots 
of  people  are  learning  to  type 
for  the  first  time  on  their  home 
computer  keyboards.  Here's  a 
look  at  the  programmer  be- 
hind one  or  the  best-selling 
typing  programs  available  for 
the  Commodore  64  and 
VIC-20. 


The  programmer  is  a  woman. 
And  she's  been  gainfully  em- 
ployed as  a  computer  program- 
mer for  28  years. 

Those  two  facts  make  this 


Marion  Tai/lor.  ofl'm/lornuuk  Softzmre,  displa]/s  several  of  her  programs.  (Pholo 


month's  subject  of  "Inside  View"   ''-'/  Hi*".(«»fo  Rammz,  Lincoln  Journal-Star  J 


a  bit  unusual,  "I'm  old  enough  to  be  the  mother 
of  lots  of  these  people  who  are  programming  best 
sellers,  and  the  grandmother  of  some  of  the  kids 
that  are  using  the  programs,"  says  Marion  Taylor 
of  Taylormade  Software,  the  programmer  behind 
Touch  Ti/ping  Tutor. 

That's  not  the  only  thing  that  sets  Taylor  apart 
from  the  usual  software  author,  who  is  typically  a 

76     COMPUTEI'i  Gazelle    Jonuory1984 


male  under  30  years  old.  She's  also  a  one-woman 
siiow.  She  works  out  of  her  home  in  Lincoln,  Ne- 
braska, and  runs  all  aspects  other  company:  prod- 
uct development,  marketing,  and,  of  course, 
programming  all  of  the  products  herself.  That's 
becoming  very  unique  in  these  days  of  rapidly 
expanding  software  companies  and  increasingly 
divided  labor  in  the  software  industry. 


Your  ship  has 
just  come  in. 


Aboard  the  S.S.  Slipshod, 
things  are  getting  a  little 
out  of  hand. 

'f  seems  that  the 
navigator  mistook  an 
iceberg  for  Pittsburgh 
With  predictable  results. 

Soon,  every  state- 
room on  the  ship  will 
have  an  ocean  view. 

But  never  fear, 
'cause  Captain  Clutch 
IS  here. 

He'll  stoke  the 
boilers  to  keep  the 
game  afloat,  lead  the 
passengers  to  the  life- 
boats and  rescue  a 
few  bars  of  gold 
along  the  way. 

Why.  you  ask 
doesn't  the  coura- 
geous Captain  simply 

And  besides,  the  namp 
won't  let  him.  ^ 

By  the  way,  how  lonn 
can  you  tread  water? 


-/.. 


Developed  by  Steve  Morri.? 
Av.-jilQblo  on  diskette 
for  youf  Commodore  64" 


I    r 


--4.. 


■--^        ■■        /    --.c..      ,.        ,.        ;— -,;        .        /       >-.     ,■        ;       7"    ■■.■    '^^S^  South  La  Ci'enega  Blvd.   -j^ 


Scientific  Background 

Taylor  was  graduated  with  a  mathematics  degree 
from  Pomona  College  in  Caiifornia  and  started 
her  programming  career  on  the  first-generation 
vacuum  tube  computers.  "That  was  before  the 
days  of  computer  classes,"  she  says.  "The  com- 
pany that  hired  you  also  trained  you. 

"Those  first  computers  were  not  able  to  per- 
form both  scientific  and  business  functions.  The 
next  generation  was  able  to,  but  that  was  still  prior 
to  the  days  of  high-level  languages  [such  as 
BASIC].  Basically,  you  could  only  perform  one 
run  a  day  of  a  given  program." 

Due  to  her  husband's  job  with  the  military 
and  her  own  changing  career,  Taylor  moved 
around  the  country  quite  a  bit,  living  and  working 
in  a  total  of  six  states.  She  worked  for  places  like 
Westinghouse,  the  University  of  Wisconsin,  and 
the  Livermore  Radiation  Lab. 

Shifting  Gears 

Then  came  a  move  to  Lincoln,  Nebraska,  a  job  at 
the  University  of  Nebraska,  and  the  introduction 
of  microcomputers.  Taylor  bought  an  Apple  in 
1979  and  started  writing  programs  on  it  in  her 
leisure  time. 

But  what  started  as  a  leisure-time  hobby 
turned  into  a  full-time  obsession.  "I  found  1 
couldn't  work  eight  or  nine  hours  a  day,  raise  a 
family,  and  do  all  the  programming  I  wanted  to 
do  on  micros,"  Taylor  says.  "I  decided  to  devote 
my  work  time  to  micros.  That's  where  all  the  fun 
and  creativity  is." 

Taylor  didn't  start  out  by  programming 
games,  as  many  programmers  do.  "I  \vanted  to 
write  programs  that  had  lasting  value.  That  led 
me  to  educational  programming." 

When  the  VlC-20  was  introduced  in  1981, 
Taylor  switched  her  focus  from  Apple  to  Commo- 
dore because  she  liked  its  features,  and  because 
its  low  price  made  it  very  accessible  to  people. 
Then  came  the  Commodore  64  and  even  more 
programming  capability. 

More  Than  Fun 

So  what  makes  a  good  educational  program? 

"First,"  says  Taylor,  "it  has  to  be  education- 
ally sound.  It  has  to  have  lasting  value^t  can't 
be'so  simple  that  it  can  be  done  in  15  minutes. 
The  writer  of  the  program  has  to  be  familiar 
enough  with  school  methods  so  the  children  aren't 
confused."  This,  she  says,  can  be  something  as 
simple  as  using  an  asterisk  in  place  of  the  multi- 
plication sign  in  a  mathematical  program.  11  chil- 
dren are  not  familiar  with  BASIC  programming, 
they  don't  know  what  that  means. 

An  educational  program  must  also  go  beyond 
what  a  child  can  read  in  a  book.  "Micros  have  the 

78     COMPUTE! 'sGazattc    Januaryl984 


I  M  I 


ttH    CiVBtWiteD    <VyH)» 


(ribH) 


III        ;> 


D  ^  ^  aSBHHL     '  D 

KVt  AK 


Marion  Tmjlor'^  I'ouch  1  ypiny  Tutnr. 

potential  to  teach  concepts  in  a  more  concrete 
way  than  books,"  she  says. 

Realizing  that  her  sons  had  learned  fractions 
in  grade  school  but  still  didn't  really  understand 
them  was  an  eyeopener  for  Taylor,  and  it  led  her 
to  write  another  of  her  many  programs,  fmi 
l- met  ions.  "1  try  to  achieve  a  good  balance  between 
drill  and  instruction  in  what  1  write.  That  way, 
children  can  better  understand  what  they're 
learning." 

The  graphics  and  sound  capabilities  of  micros 
greatly  enhance  the  educational  process,  says 
Taylor.  She  cites  turtle  graphics  as  an  example  of 
good  educational  software.  "Cliildren  enjoy 
moving  the  turtle  around  the  screen  to  build 
things,  but  they're  really  learning  about  loops, 
arrays,  and  other  higher-level  programming  tools. 

"But  the  fun  aspect  of  a  program  is  only  one 
clement  of  educational  programs.  Some  of  the 
programs  on  the  market  today  deal  only  with  that 
aspect  and  slight  the  educational  side." 

What's  Next? 

The  volatile  nature  of  the  microcomputer  industry 
today  makes  it  difficult  to  do  long-range  planning, 
Taylor  believes.  "I'm  always  planning  new  pro- 
grams, because  that's  wliat  I  like  to  do.  But  it's 
difficult  to  predict  very  far  into  the  future  as  far  as 
what  specific  programs  I'll  be  doing." 

And  though  she  admits  that  right  now  she's 
a  bit  of  a  shock  to  people,  being  an  old  hand  at 
programming  and  a  woman,  Taylor  expects  to 
see  more  of  that  in  the  future.  "People  have  always 
said  that  boys  are  better  at  math  and  science  than 
girls.  They  learn  better  hand-eye  coordination 
from  an  early  age  because  of  the  types  of  things 
that  they  are  encouraged  to  do.  Having  computer 
training  in  the  schools  from  an  early  age  will 
change  that."  <Sf 


This  Christmas, 

Atari  and  Commodore  owners 

will  go  out  of  their  minds. 


It'll  take  about  30  seconds. 

Because  once  you  boot  a  Datamost  game 
on  your  Atari  home  computer,  or  your 
Commodore  64,  you'll  come  face  to  screen 
with  the  most  mind-blasting  games  ever. 

And  what  better  time  to  go  out  of  your 
mind  than  Christmas? 
Our  Music  Will  Have  You  Hearing  Things. 
Going  out  of  your  mind  never  sounded  so 
good. 

Because  now  our  games  have  music.  You 
heard  right.  Music.  Original  Music.  Through- 
out. And  scored  just  for  our  newest 
releases.  You'll  go  nuts  over  it. 

Our  Graphics  Will  Have  You  Seeing 

Things. 

You  and  everybody  else. 

Because  our  games  are  so  great- 
how  great  are  they? -they're  so  great 
you'll  want  to  play  them  again  and 
again  and  again.  And  then 
your  friends  will  go 
bonkers  over  them. 


THETAII.OFHETA 
LYKAK.'-Chanurf  as 
ytfu  play.  Urtprviiirt- 
(fbit\  tmjutssiblc  to 
matU'r.  (NaaitfhaiU 


DATAMOST 


And  they'll  want  to  play.  And  then  your  family 
will  want  to  play.  And  then  total  strangers  off 
the  street  will  want  to  play  and . . . 

Mind-blowing  arcade-quality  action  like 
this  makes  it  one  mad  world,  pal. 

We'll  Torment  You  Right  From 

The  Start. 

No  time  to  settle  down  and  get  comfy. 

The  tension  begins  building  the  moment 
you  boot  the  game. 

Terrific  screen  titles  tease  you  with  the 
game's  objective,  scenario,  characters. 

And  while  you  wait,  hand  twitch- 
ing over  the  Joystick,  you'll  find 
out  what  planet  you're  on. 
What  the  fuss  is  all  about. 
Why  you're  involved.  And  perhaps 
of  singular  importance  to  you 
personally,  how  to  keep  from  being 
obliterated.  So  get  ready  to  get  the 
most  out  of  your  mind. 


The  most  out  of  our  minds. 


By  getting  the  most 
out  of ours. 


[)*l  J  mtnl .  Ini-, .  BW3  Full  liniilil  Ave . .  C(uH»ot  I  h.  CA  91311.  ( 213)  7W120-.; 
AuriiltlndemartlorAtad  Cnraputcr.  *CtjmriiiKliin'lil  i^  i  Ituk-mstk  nrtiimniiKliirf  H<i»ini'iM  \Uch>nc.,  In.-.  TM  KeKi'tecrdTrjxJcmnllof  DltimiHl. 


COSmC  TUNNELS." 
Foiir/lamra  in  *>hi\ 
Ftmr  timvf  tht' 
chalU'Htit'Utt  i-rt'dibli' 
graphlcm. 


iWOiVS  TER  SMA  HII, ' ' 
Fk'athiy strategy.  Mmh 
ttw  monRters!  Lvt  thv 
visitors  tit^. 


Straft'  a  rity  timter 
mifttt'  with  .'10  itttjtifti 
at'l4^etUie  firiitti! 


HOUNDABUUT.'" 
Sh  itrricttsyiturshofft 
\'m  ujf  stiiils.  li't 
ttifft'rt'nt  fittm\'  Sk'n't'ns. 
llti  ttit.form  inM' 


COHEN 'S  TO  WEHN.^' 
Ynti  Vi'  ttn'  mttittmy  in  ti 
h  ifi  citystlyscraitvr. 
iihrtt  ytfur  utty  to  thv 
top. 


.^IK.Ht  mar."  Screens 
scri'ttm  leith  color, 
iictitiit  ontt  sound! 
IJeKifiM  yotir  own 
fcrrens,  too. 


Cave-In  For  VIC 


Paul  L.  Bupp  and  Stephen  P.  Drop 


"Cave-In"  is  an  excellent  three-dimensional 
maze  game  which  uses  a  screen-flipping  tech- 
nique to  swap  screen  displays.  The  game  re- 
quires a  joystick  and  runs  on  the  unexpanded 
VIC-20. 


When  you  play  "Cave-In,"  you  become  the  newly 
appointed  foreman  of  a  mining  operation.  After 
completing  your  initial  inspection,  you  believe 
that  a  cavc-in  is  imminent.  You  realize  that  you 
must  explore  every  tunnel  to  find  and  rescue  all 
of  the  miners. 

Taking  into  consideration  your  un familiarity 
with  the  mine,  you  decide  to  make  a  map  of  the 
shafts  as  you  travel. 

To  refer  to  your  map,  push  the  fire  button  on 
the  joystick.  Push  it  again  and  you  return  to  the 
mine.  The  dark  circle  on  the  map  is  where  you 
started  and  must  return  to  escape  the  mine  safely. 

Just  as  you  expected,  no  sooner  do  you  find 
the  last  miner  and  warn  him  of  the  danger  than 
the  cavc-in  begins.  Now  you  have  to  get  out  before 
the  falling  rock  traps  you.  Aren't  you  glad  you 
made  the  map?  (In  the  advanced  game,  however, 
you  lose  the  map  after  the  cave-in  starts,  so  you 
must  rely  on  your  memory  to  recall  the  maze-like 
passages.) 

Other  Game  Controls 

You  may  view  instructions  at  any  time  by  pressing 
the  f  1  special  function  key.  However,  once  you 
see  the  instructions,  you  face  a  fresh  maze  upon 
returning  to  the  game.  To  travel  through  the  tun- 
nels, change  directions  by  moving  the  joystick 
right  or  left,  and  then  move  forward  by  pushing 
the  stick  forward. 

Observe  some  precautions  when  typing  this 
program.  First,  it  requires  using  the  Commodore 
key  at  the  lower  left  of  the  keyboard.  Some  of  the 

80     COMPUTEI's  Gazette    Januoryl9B4 


Peering  down  an  utidergrQttud  corridor  in  "Cave-In." 


graphics  svmbols  must  be  tvped  while  thi.s  key  is 
held  down  (iike  the  SHIFT  key)  to  correctly  print 
the  characters  needed  to  build  the  maze.  Second, 
each  line  must  be  entered  exactly  as  printed,  with- 
out extra  spaces  to  fit  into  memory.  This  program 
uses  all  but  about  15  of  the  3583  available  memory 
locations.  The  program  will  iiol  run  correctly  with 
any  memory  expansion  boards.  Third,  you  will 
probably  need  to  abbreviate  some  keywords  to 
enter  a  few  of  the  hnes  in  the  program,  such 
as  line  52.  See  your  manual  for  legal  keyword 
abbreviations. 

If  you  have  difficulty  entering  the  game  suc- 
cessfully, or  if  you  prefer  not  to  type  the  program, 
just  send  a  blank  cassette,  self-addressed  stamped 
mailer,  and  $3  to: 

Paul  L.  Bupp 
21724  124111  Ave.  SE 
Ken!,  WA  9H(B1 


See  \)rogram  listing  on  page  19S. 


^mm^ 


QUEST 


'1  \     IV         If      .       'I^TV'^^ 


{^^ 


« 


HE 

HOTTEST 

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ARE  FROM  ^VMflcl 


Light  up  your  VIC  20  with  these  hot  new  games.  Arcade  style 
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TYMAC  INCORPORATED 

127  MAIN  STREET 

FRANKUN,  NJ  07416 

201  a27-40S0 

TYMAC  Is  a  ragislered  Irademartt  of  Tymac  Conlrols  CorpofatKxi 

VIC  20  ts  a  trademark  o(  ComriHXJore  Elactronlcs  i.tO 

C1983TYVAC  INCORPORATED 


Chris  Lesher 

^'Hardhat  Climber"  is  one  of  the  best  games 
we've  seen  for  the  unexpanded  VIC-20  and  is 
an  excellent  example  of  what  can  be  accom- 
plished with  BASIC.  We've  included  an  adap- 
tation for  the  Commodore  64. 


You  arc  standing  at  the  bottom  of  four  levels  of 
girders,  connected  by  ladders.  At  the  top  is  a  pile 
of  12  barrels  and  scattered  along  the  girders  are 
toolboxes.  The  object  of  "Hardhat  Climber"  is  to 
walk  around  the  girders  and  pick  up  every  toolbox 
while  avoiding  the  barrels  that  roll  down  at  you. 
If  you  pick  up  all  of  the  toolboxes  you  are  rewarded 
bonus  points,  and  you  move  on  to  a  more  difficult 
screen. 

1  wrote  the  VlC-20  version  of  Hardhat  Climber 
almost  entirely  in  BASIC,  with  only  a  short 
machine  language  routine  to  check  the  joystick. 
Using  the  slick,  von  can  move  the  climber  up, 
down,  left,  and  right  along  the  girders  and  lad- 
ders. Pressing  the  fire  button  makes  your  climber 
jump  in  the  direction  he  was  last  moving.  He  can 
jump  over  barrels  and  holes  in  the  girders. 

82    COMPUTEI'sGdieHe    Jonuaryl9S4 


Scoring 

You  score  150  points  for  every  toolbox  you  pick 
up,  1000  points  for  jumping  over  a  barrel,  and  100 
points  for  each  barrel  remaining  after  you  have 
picked  up  all  the  toolboxes.  The  score  is  displayed 
in  the  upper-left  corner  of  the  screen.  The  number 
of  the  screen  is  displayed  in  the  upper- right 
corner.  The  number  of  climbers  you  have  left  is 
displayed  between  t!ie  score  and  screen  number. 

You  begin  the  game  with  three  climbers  and 
earn  an  extra  one  every  10,000  points,  A  climber 
is  lost  if  he  is  hit  by  a  barrel,  walks  off  a  girder,  or 
has  not  picked  up  all  the  toolboxes  by  the  time  all 
12  barrels  have  rolled  off  the  pile.  The  game  ends 
when  you  lose  your  last  climber. 

Many  program  lines  in  the  VIC  version  are 
longer  than  the  maximum  limit  of  88  characters. 
They  must  be  entered  by  abbreviating  the 
keywords  and  omitting  the  space  between  the 
line  number  and  first  keyword.  The  abbreviations 
may  be  found  in  the  manual  that  came  with  the 
computer.  If  there  is  an  error  in  any  of  these  lines, 
the  entire  line  must  be  retyped  using  the  abbrevi- 
ations again.  Also  be  sure  to  save  the  program 


If  you've  ever 
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A  falling  I'lUTci  imrwwii/  iiii^H's  the  plm/i'r  on  tlw  fLXond 
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before  runniii};  it  in  case  there  is  a  mistake  in  the 
machine  language  in  lines  106-108.  If  any  of  the 
numbers  in  these  lines  are  mistyped,  you  could 
lose  the  program. 

The  VIC  version  lines,  which  are  especially 
long,  include  lines  37,  56,  71,  73,  77,  81,  101,  102, 


106,  107,  and  108.  Remember  when  you  enter  these 
lines  with  abbreviations  while  using  the  "Auto- 
matic Proofreader,"  the  checksum  number  will 
not  match  up.  (See  "Simple  Answers  To  Common 
Questions"  in  this  issue.) 

Sec  program  listings  on  page  W5.    ® 


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Tetracrystals 

Of  Veluria 


Todd  Heimarck 


0*0 

Ci-fO 

1 

0 

0 

This  nonviolent,  noncompetitive  game  for  the 
unexpanded  VIC-20  and  Commodore  64  pro- 
duces fascinating  patterns  of  colorful  crystals. 
It  also  incorporates  some  advanced  program- 
ming techniques,  including  page-flipping,  a 
very  smooth  method  of  animation. 


The  Story 

The  prospectors  have  failed.  They  searched  every 
inch  of  the  Veluria n  asteroid  belt  and  discovered 
no  minerals  of  commercial  value,  except  for  a 
strange  type  of  ice  crystal.  These  "tetracr\'Stals" 
grow  into  large  crystals  when  dropped  in  water 
and  exposed  to  sunlight. 

Crystal  Growth 

There  are  two  ways  the  tetracrystals  can  grow. 
First,  each  one  goes  through  four  stages  of  growth: 
seed,  monad,  tetrad,  and  shell.  After  the  fourth 

86     COMPUTERS  Gazelle    January  1984 


Stage,  the  shell  collapses  and  melts  into  plain 
water. 

Second,  a  tetrad  always  tries  to  sprout  four 
new  seed-crystals  at  right  angles  to  the  tetrad. 
These  seed-cr)'Stals  draw  energy  from  the  tetrad 
(which  is  why  it  becomes  a  shell),  and  then  go 
through  the  four  stages  of  growth.  When  the 
seeds  grow  into  tetrads,  they  sprout  new  seeds, 
and  so  on. 

Limits  To  Growth 

The  new  seeds  will  grow  only  if  they  have  space, 
sunlight,  and  water.  That  means  there  are  three 
limits  to  growth.  First,  a  seed  needs  space  to  grow, 
so  it  cannot  be  put  into  a  space  that  is  already 
occupied.  If  a  tetrad  is  right  next  to  another  crystal 
(in  any  stage),  it  will  not  plant  a  seed  in  that  space. 
The  other  three  seeds  can  still  grow,  unless  they 
are  affected  by  the  limits  on  growth. 

Second,  a  seed  needs  energy  (sunlight)  to 
grow.  Tetrads  and  shells  cast  shadows  that  block 


vflO°-®*L^p^ 


,ct  ^^^-  ■  „.o^sO' 


for^ 


.©\POVa^a«^^ 


0^1°r35B3^- 


ISP^IIT? 


4   E-lt 

I  RtD 

4  tin 

-  f.Jfi 

T  Bui; 

8  VEL 


The  opening  screen  in  "Tetracn/stnis"  lets  }/ou  choose  \/oiir 
ozvii  screen/border  color  combiuttt  ion  (Connnodore  64  versiuu; 
VIC  similar). 

sunlight  from  new  seeds.  A  seed  will  not  grow  in 
a  space  right  next  to  a  tetrad  or  shell.  This  rule 
takes  care  of  the  problem  of  two  tetrads  trying  to 
put  seeds  into  the  same  space. 

Third,  a  seed  will  grow  only  in  water.  A 
tetrad  on  the  edge  of  the  16  x  16  grid  cannot  put 
seeds  outside  of  the  border  (because  there  is  no 
water  there). 

How  A  Crystal  Grows 


The  seed-crystal  in  stage  1  becomes  a  monad  in 
stage  2  and  a  tetrad  in  stage  3.  In  stage  3  it  sprouts 
four  new  seeds,  which  then  go  through  the  stages. 
Note  that  in  stage  5,  the  shell  has  disappeared 
and  only  four  new  seeds  were  generated  by  the 
four  tetrads.  That  is  because  of  the  limits  on 
growth.  They  are  not  allowed  to  put  seeds  in  a 
space  that  is  next  to  another  tetrad  or  shell.  All 
four  of  the  tetrads  tried  to  put  a  new  seed  in  the 
center  and  all  failed. 

Tetracrystals  is  simple  enough  to  play  with 
paper  and  pencil,  but  you  would  have  to  erase 
and  draw  over  and  over  again.  Using  the  computer 
is  quicker  and  easier. 

How  To  Play 

When  the  game  first  starts,  you  see  eight  color 
bars.  You  can  change  the  screen  color  with  the 
function  keys; 

fl  changes  the  color  of  the  border. 

88     COMPUTE!'!  Gazette    Januory  1984 


After  selectinfz  the  sjieeii  and  chtmicter  set ,  you  plant  different 
kinds  ofcri/aliih  on  ii;^rid  (VIC  version;  64<iinidar). 


f3  changes  the  color  of  the  screen. 

f5  switches  "reverse"  (inverse  video)  on 

and  off. 

f7  starts  the  game,  after  you  have  chosen  the 

colors. 

Before  you  press  f7,  notice  which  colors  show 
up  on  the  screen  you  pick.  If  you  plant  crystals 
that  are  the  same  color  as  the  screen,  they  will 
grow,  but  they  will  be  invisible. 

Next  you  pick  the  speed.  Zero,  the  lowest 
number,  yields  the  fastest  game.  Then  choose  a 
character  set  (1,  2,  3,  or  4);  1  prefer  number  1. 

Finally,  you  plant  the  crystals.  In  the  upper- 
left  corner  of  the  screen  you  will  see  a  prompt  (X, 
Y,  P,  or  C).  Choose  an  X-coordinate  (A  through 
P),  a  Y-coordinate  (A  through  P),  plant  the  crystal 
(1  for  a  seed,  2  for  a  monad),  and  choose  the  color 
(type  a  number  between  1  and  8;  the  color  is  the 
same  as  the  color  printed  on  the  key). 

Up  unHl  the  point  when  you  choose  the  color, 
you  can  cancel  your  choices  by  pressing  fl.  When 
you  are  ready  to  start  the  game,  press  f7. 

Options  During  The  Game 

Seven  of  the  function  keys  allow  you  to  control 
growth  during  the  game.  The  fl,  f3,  f5,  and  (7 
keys  (unSHlFTed)  control  the  amount  of  sunlight 
that  reaches  the  crystals.  Press  f7  twice  to  reduce 
the  light  (all  growth  will  stop).  After  you  freeze 
the  picture  (with  f7),  you  can  watch  the  growth 
step  by  step  by  pressing  f7.  If  you  want  to  go  back 
to  continuous  growth,  fl  restores  the  game  to 
normal.  The  f3  key  slows  the  growth  and  f5  speeds 
it  up.  If  the  growth  is  very  fast,  press  f3  and  a 
number  from  1  to  9.  The  higher  the  number,  the 
slower  the  growth.  Press  f5  (plus  a  number)  to 
speed  up  the  growth. 

The  f2  and  f4  keys  throw  more  seeds  onto  the 
field.  The  f2  key  gives  you  a  random-colored  seed 


AMyarti 

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the  DUIWWPWWHHIOB 
stands  along  against  the 
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Arc  you  warrior  enough 

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SKYHAWK  runs  in  3K  or 

,_BK  with  a  Joystick. 


Colony  Rgtiters  leap  at 
me,  I  dive  into  their  midst 

firing  and  still  bombing 
the  ground  installations 

below,  the  sound  of 
explosions  rumbles  away 

over  the  landscape... 

TORNADO  runs  on  an 

unexpended  VIC20  + 

—      Joystick. 


Please  send  me  a  free  color  catslog 

■  currently  own  or  plan  to  buy  a computer 

I  enclose  a  stampBd.  aalf-addreaad  envelope 

Nama 

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State  

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at  a  random  location.  Press  f4  (and  a  number  from 
1  to  8)  and  you  will  get  a  seed  the  same  color  as 
what  is  printed  on  the  number  key,  planted  ran- 
domly on  the  screen. 

The  f6  key  stops  the  game  and  returns  you  to 
the  beginning,  "Tetracrystals  of  Veluria"  uses 
part  of  memory  for  machine  language  routines, 
so  if  you  want  to  stop  playing  altogether,  it  is  a 
good  idea  to  turn  your  computer  off  and  then  on 
again  before  you  load  another  program. 

To  recap: 

fl  continues  the  game  (after  f7  step  by  step). 

f3  slows  the  growth  (type  1-9  to  continue). 

f5  speeds  up  growth  (type  1-9  to  continue). 

i7  allows  step-by-step  growth. 

f2  plants  a  random-colored  seed  at  a  random 

location. 

f4  plants  a  seed  at  a  random  location  (choose 

the  color  with  1-8). 

f6  starts  a  new  game. 

Strategies 

Tetracrystals  is  a  simple  game.  You  can  plant  two 
types  of  crystals,  up  to  eight  different  colors.  There 
are  two  rules  for  growth  and  three  limits  on  growth. 
Most  children  will  understanci  how  it  works. 

But  like  Reversi  (also  known  as  Othello), 
simple  rules  hide  the  many  subtleties  of  play.  The 
more  you  play  it,  the  more  interesting  variations 
you  discover. 

There  are  no  rules  for  winning  or  losing.  I 
originally  wrote  Tetracrystals  as  a  nonviolent, 
noncompetitive  game. 

If  you  don't  like  games  without  competition 
or  winners  and  losers,  you  can  make  up  variations. 
You  and  a  friend  can  choose  two  different  colors 
and  plant  crystals  around  the  screen.  If  one  color 
takes  over  the  screen,  that  player  wins.  In  some 


cases — if  you  start  with  symmetrical  positions,  for 
example — neither  color  will  take  over  the  screen 
and  you  would  have  to  call  it  a  tie  game. 

If  you  plant  just  one  seed,  it  will  spread  to 
take  over  about  half  the  screen,  and  then  (because 
of  the  limits  on  growth)  it  will  disappear.  It  is  a 
good  idea  to  start  with  at  least  two  crystals. 

In  the  reverse  video  option,  the  crystals  leave 
behind  traces  of  where  they  have  been. 

For  some  reason,  crystals  that  start  near  the 
edges  have  a  slightly  better  chance  of  surviving 
(remember  this  if  you  decide  to  play  competi- 
tively). And  usually,  if  you  plant  seeds  md 
monads,  one  or  the  other  will  take  over  the  screen; 
they  don't  coexist  very  well.  Imagine  the  16  x  16 
grid  as  a  chessboard,  with  alternating  black  and 
white  squares,  because  it  will  make  a  difference  if 
your  starting  positions  are  all  on  the  same  color 
squares  or  on  opposite  colors. 

You  can  also  try  the  sandwich  maneuver.  If 
you  plant  a  seed  somewhere  on  the  grid  and  then 
plant  seeds  of  different  colors,  one  right  above 
and  one  right  below,  T  think  you'll  be  surprised  at 
the  results.  The  crystal  in  the  middle  will  usually 
crowd  out  the  other  two  crystals. 

Special  Typing  Instructions 

The  VIC  version  of  Tetracrystals  needs  two  pro- 
grams to  nm,  and  you  must  enter  them  in  the  correct 
order.  Program  2  (the  one  with  all  the  DATA  state- 
ments) contains  the  machine  language  routines. 
Program  1  will  not  ain  without  them. 

Follow  this  procedure  for  the  VIC  version  (note 
the  minor  program  changes  for  disk  below): 

1.  Type  in  Program  1  first,  but  do  not  RUN. 
Instead,  SAVE  it  on  tape  or  disk.  If  you're  using 
tape,  1  recommend  saving  Program  1  as  the  first 
program  on  a  fresh  cassette.  For  tape,  use  the 
filename  "CRYSTALS  Tl/JAN".  For  disk,  use  the 


Cn/stala  ofvtirioiin  colons  in'^iii  throwing  mid  i>ifiTnctiii^<^,  as 
sl'l'ii  in  these Cammodorv  64  screens... 


TETB*CSVSTfiLS 


MPSl 


uU'A 


+  + 


•f,      •/.      y.*s+  +s* 

-'        i        t  +   t   + 


.fiontet inn's  overlujiphi^  nini  cnnoiling  out  oilier  cii/stnh. 


90     COMPUTE!'!  Gazette     Jonuoryl9B4 


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IhesiHKC  anmiiil  them. 


filename  "CRYSTALS  Dl/JAN".  Do  not  rewind 
the  tape  after  saving. 

2.  Type  NEW  and  press  RETURN. 

3.  Type  in  Program  2.  Do  not  SAVE  it  i/et. 
Contrary  to  standard  procedures.  Program  2 
should  be  RUN  before  it  is  SAVEd.  When  you 
type  RUN,  Program  2  first  checks  itself  for  typing 
errors  and  warns  you  of  any  mistyped  DATA 
statements.  If  the  DATA  statements  are  entered 
correctly,  the  program  waits  for  you  to  press  a 
key  to  continue.  Before  continuing,  make  sure 
the  tape  or  disk  with  Program  1  is  in  the  cassette 
recorder  or  disk  drive.  With  cassette,  make  sure 
the  tape  is  positioned  just  past  Program  1  (which 
is  where  it  will  be  if  you  left  it  alone  after  SAVEing 
Program  1).  Now,  wlien  you  press  a  key  to  con- 
tinue. Program  2  will  begin  creating  a  data  file  on 
your  tape  or  disk.  Program  2  automatically  names 
the  data  file  "CRYSTALS  T3/JAN"  for  tape  or 
"CRYSTALS  D3/JAN"  for  disk.  If  you're  using 
cassette,  you  will  notice  the  tape  stopping  and 
starting  by  itself  as  the  data  file  is  created.  This  is 
normal.  Do  not  press  the  STOP  button  on  the 
recorder  until  the  data  file  is  finished  and  the 
screen  says  READY. 

4.  When  the  screen  says  READY,  the  data  file 
is  created.  Now  is  the  time  to  SAVE  Program  2. 
Use  the  filename  "CRYSTALS  T2/JAN"  for  tape 
or  "CRYSTALS  D2/JAN"  for  disk.  You  won't  need 
Program  2  again  unless  you  want  to  create  another 
data  file,  perhaps  for  backup. 

5.  Finally  the  game  is  prepared.  To  play, 
LOAD  and  RUN  Program  1  (filename  "CRYSTALS 
Tl/JAN"  or  "CRYSTALS  Dl/JAN").  When  you 
type  RUN  and  press  RETURN,  Program  1  auto- 
matically begins  reading  the  data  file  created  by 
Program  2.  (That's  why  it's  so  important  to  make 
sure  the  data  file  immediately  follows  Program  1 
if  you're  using  tape.)  As  the  data  file  loads,  you'll 

92     COMPUTEI'i  Gazette    Jtjnuary  1984 


see  numbers  appearing  on  the  screen.  This  is  nor- 
mal. When  all  the  data  is  read  by  Program  1,  the 
game  begins. 

If  you  press  the  RUN/STOP  key  while  playing 
and  want  to  restart  the  game,  don't  type  RUN, 
because  the  program  will  look  for  the  data  file 
again.  Instead,  type  RUN  13  (which  starts  running 
the  program  at  line  13). 

One  more  caution:  Tetracrystals  takes  up 
almost  all  of  the  available  memory  in  the  VIC; 
there  will  be  only  a  few  bytes  left.  //  is  vital  to  type 
in  the  pro^ruuis  exactly  as  listed.  Don't  add  any 
extra  spaces.  If  your  VIC  gives  you  an  ?OUT  OF 
MEMORY  error  after  the  data  file  is  read  by  Pro- 
gram 1,  you  can  safely  delete  line  10  and  lines 
5000-5100  to  play  the' game.  Once  these  lines  put 
the  machine  language  into  memory,  you  don't 
need  them  anymore  (but  don't  SAVE  the  program 
after  doing  this). 

Modifications  For  Disk 

The  64  version  works  on  either  tape  or  disk.  But 
the  VIC  programs,  as  listed,  are  designed  for  tape. 
A  few  minor  changes  need  to  be  made  for  disk. 
In  Program  1,  change  line  50t)0  to: 

5000OPENl,8,0,"CRYSTALS  D3/JAN" 

(This  change  tells  the  computer  to  read  the 
data  file  from  disk  instead  of  tape.) 
In  Program  2,  change  these  lines: 

35  PRINT"GET  DATA  DISK  READY13  SPACESIHIT 
A  KEY  TO  CONTINUE 

40  OFEN1,8,1,"0:CRYSTALS  D3/JAN" 

(Line  35  alters  the  prompt  to  read  "DATA 
DISK"  instead  of  "DATA  TAPE".  Notice  there  is 
no  closing  quote  on  the  PRINT  statement;  closing 
quotes  are  optional  in  Commodore  BASIC,  and 
leaving  it  off  saves  one  byte  of  memory.  Line  40 
tells  the  computer  to  create  a  data  file  on  disk 


TAKE  A  TIP  FROM  SANlA 


TRI  MICRO 

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Providing  a  v/; 
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instead  of  tape,  with  the  appropriate  filename 
expected  by  line  5000  in  Program  1 . ) 

Page-Flipping 

The  animation  here  is  not  the  usual  crase-and- 
draw  method. 

In  most  games,  when  you  want  a  character  to 
move,  you  tell  the  computer  where  the  character 
currently  is  and  where  it  should  be  next.  The  com- 
puter erases  the  old  character  and  then  draws  it  at 
the  new  location.  If  the  screen  is  full,  you  can  see 
the  changes  being  made,  from  the  top-left  corner 
to  the  bottom  right. 

Page-flipping  is  a  much  smoother  method  of 
animation. 

I  got  the  idea  from  "Alternate  Screens"  by 
Jim  Butterfield  in  COMPUTE!'^  Fir^t  Book  Of  VIC. 

Normally  an  unexpanded  VIC  uses  two  pages 
of  memory  (7680  to  8191)  for  screen  memory. 
Memory  location  648  is  a  pointer  that  tells  the  VIC 
where  to  find  the  screen.  By  POKEing  648  with  a 
different  number,  you  can  change  the  location  of 
screen  memory. 

In  Tetracrystals,  one  screen  is  visible,  the 
other  hidden.  While  you  are  watching  one  screen, 
the  computer  is  drawing  the  next  picture  on  the 
hidden  screen.  When  the  new  picture  is  ready,  a 
couple  of  POKES  (lines  1100  and  1 120)  make  the 
new  picture  visible.  Then,  while  that  screen  is  up, 
the  next  one  is  being  drawn  on  the  hidden  screen. 

How  The  Program  Works — 
VIC  Version 

Lino  10  protects  the  memory  for  the  second  screen 
and  the  machine  language  instructions.  It  jumps  to 
subroutine  5000,  which  reads  the  ML  instructions 
from  tape. 

Lines  13-20  set  variables. 

Line  60  jumps  to  subroutine  1100,  which  re- 
stores the  screen  to  the  normal  location  (beginning 
at  7680). 

Line  100  jumps  to  subroutine  8200  (which 
sets  the  screen  to  the  usual  colors  and  restores  it 
to  a  22  K  23  size),  then  subrouhne  6000  (which 
sets  up  the  new  screen  color). 

Lines  160-197  set  up  the  speed  and  character 
set. 

Lines  255-395  plant  the  crystals  on  the  screen. 

Lines  510-795  are  the  heart  of  the  program — 
where  the  crystals  grow.  First  there  are  three  SYSes 
to  ML  routines.  Since  the  visible  screen  has  been 
cut  down  to  16  x  16  (256  bytes)  and  there  are  512 
available  for  each  screen,  that  means  there  arc  256 
bytes  below  each  screen.  This  is  what  I  call  the 
"shadow  screen."  The  first  SYS  clears  the  shadow 
screen  of  the  hidden  screen.  The  second  SYS  con- 
trols the  direct  growth  (seed  to  monad,  monad  to 
tetrad,  and  so  on).  The  third  SYS  grows  the  brand- 
new  seeds.  Then  BASIC  takes  over.  The  program 

9 A     COM PUTEVi  Gazetie     Jonjaryl984 


goes  through  a  delay  loop  (with  the  counter  HF,  for 
"How  Fast")  and  checks  for  keyboard  input.  If  one 
of  the  function  keys  has  been  pressed,  it  takes  care 
of  what  needs  to  be  done.  Then,  if  the  CP  flag  has 
been  set,  it  stops  until  it  gets  the  "step-by-step" 
instruction.  Subroutine  1000  changes  the  random 
(but  melodic)  music.  The  last  two  SYScs  translate 
from  the  shadow  screen  to  the  not-now-visible 
screen  and  to  color  memory.  Finally,  subroutine 
1100  flips  the  screen  memory  to  the  other  screen. 
Sec  program  listings  on  page  191 .  @ 


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Tegern  seers  tr.  18 
DSISOHollklrchen 
West-Germany 
Phone:  08024 /7a  31 

TalAV  -  tiO  AQ  t1 


Canyon 
Cruiser 


Thomas  Catsburg 


Originally  written  for 
the  Commodore  64, 
"Canyon  Cruiser"  has 
been  adapted  for  the 
unexpanded  VIC-20  as 
well.  The  game  works 
with  either  keyboard 
controls  or  a  joystick. 


"Canyon  Cruiser"  (64  vci'Aion) 


Commodore  64  owners 
are  usually  hungry  for 
games.  For  a  long  time 
there  was  not  much  soft- 
ware to  choose  from,  al- 
though the  situation  has 
improved  considerably 
in  recent  months. 

There  are,  of  course,  hundreds  of  games  writ- 
ten for  the  older  Commodore  PET  computers 
available.  Using  one  of  the  PET  emulators  on  the 
market,  many  of  these  games  will  run  with  little 
or  no  modification  on  the  Commodore  64. 

Unfortunately,  these  games  do  not  take  ad- 
vantage of  the  Commodore  64's  advanced  fea- 
tures— such  as  sprites,  custom  characters,  and 
synthesized  sound.  These  features  just  weren't 
available  on  the  PETs. 

Updating  An  Old  Favorite 

"Canyon  Cruiser"  is  an  updated  version  of  an  old 
favorite  on  the  PET.  The  idea  is  to  guide  your 

96     COMPUTEI's  Gazallc    Junuaryl98'l 


spaceship  through  a  nar- 
row canyon.  The  walls 
keep  getting  closer,  natu- 
rally, so  the  game  keeps 
getting  harder. 

Starting  with  this 
basic  concept,  I  improved 
the  Commodore  64  adap- 
tation by  making  the 
spaceship  a  multicolored 
sprite  and  by  adding  a 
new  twist — wandering 
asteroids.  The  asteroids, 
also  sprites,  cannot  de- 
stroy your  ship.  But  they 
A  juuiticohted  asteroid  approaches  flic  plai/er's  spaceship  ni   ^^  ^ ^ ^  ^^  ^^^  visual  con- 


fusion while  passing  by. 

In  that  sense  they  can  be 
considered  an  additional  hazard. 

The  VIC-20  lacks  sprites,  so  all  the  shapes 
in  the  VIC  version  are  created  with  custom 
characters. 

Cruisln'  For  A  Bniisin' 

Canyon  Cruiser  transforms  you  into  the  pilot  of  a 
new  spaceship.  Your  goal  is  to  test  the  craft  to  its 
limits  by  flying  it  down  the  funnel-shaped  canyon 
without  crashing  into  the  unyielding  walls. 

To  control  trie  spaceship  from  the  keyboard, 
steer  it  left  or  right  with  the  colon  (:)  and  semicolon 
(;)  keys.  You  can  also  use  a  joystick  if  you  prefer 
(on  tiic  Commodore  64,  plug 'the  stick  into  port  2). 


BREATHE  LIFE 


RC64 


Now  fhoi  yoo  hove  iT.  pur  (>  to  w 

TUTOR  puts  you  in  chorge  wirti  o  Comrnodore 
64  tufofio!.  screen  display  edifor.  sprise  editor. 
music  synrtiesize?  6  pfogrommer  s  coJcoloror. 

Use  the  ruroria!  re  ieorn  whor  your 
CofTTTiodofe  64  ccn  do.  And  how  to  dc  i;. 
C-eore.  editO  sove  one  poge  of  lexers: 
-. -c /ot  piaufes  with  the  screen disployjeditor. 
Zr.ret  sprires  *'om  the  Commodore  Mcnuol. 
Or  rnoke  op  yc-Jt  owr\.  Then  edit  or.d  sove 
then)  ysirvg  the  spiiie  editor.  Sprite  cretfrion  is 
quick-  ond  eosy.  Pioy  mL;sic  wiTh  rhe  music 
symhesizer.  Use  me  progrommef  s  colculofor 
lo  odd.  subtroo  mutripty  &  divide  in  de|cimol, 
hexodecimoi  ond  binotv.  Includes  ANCi,  OR. 
J^GR  ShilTond  Iscompiemenr  functions. 


-     Greor  for  new  users.  C64  TUTOR  cures 
compurerphobio  ond  promotes  computer 
liferQcy. 

Take  IT  from  me.  with  o  lirtle  power,  Jhe 
possibilities  ore  endless. 

Avoitoble  for  S29.95  ot  your  computer 
deoier. 

Comprehensive  Software  Support, 

"<*ocn  3  o  3eocn.  CA  902  ^ :         // 
213. 016-256'!  V\ 


^m(f(^^m'}] 

1 
1 

T^            "f 

curdccm^] 


..^  u'^timeloryour 
computer  to  grow  up. 


VIC-20  EXPANDER  SALE! 


8K  RAM  MEMORY  EXPANDER 

(Free  $16.95  Game) 

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(Free  $29.95  Adventure  Game) 

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(Free  $29.95  Adventure  Game) 

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(Expands  to  total  memory  to  57K  (57,000  bytes) 

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6  SLOT  "CARDCO"  SWITCHABLE  EXPANDER  BOARD 

RIBBON  CABLE  EXPANDER  BOARD 

(Lifetime  warranty) 

40-80  COLUMN  BOARD 


$  69.95  $39.00 

$  99.00  $55.00 

$159.00  $79.00 

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VIC  20 


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^  only  ^69°°  ^ 


Now  you  can  get  40  or  80  Columns  on  your  T.V.  or  monitor  at  one  time!  No 
more  running  out  of  line  space  for  programming  and  making  columns.  Just 
plug  in  this  board  and  you  immediately  convert  your  VIC-20  computer  to  40 
or80  columns!  Comes  in  an  attractive  molded  case  with  instructions! 
List  SI  29.00  Sale  S69.00        


FOR  ONLY  S19.95  you  can  get  a  40-80  Column  Board  "WORD  PROCESSOR"  with  mail  merge 
and  terminal  emulator  PLUS!  AN  ELECTRONIC  SPREAD  SHEET  (like  Visicalc)  the  word 
processor  requires  8K— mail  merge  16K!  List  $49.90.  Sale  $39.90.  *lf  purchased  with  board 
only  $19.95.  (Tape  or  Disk.) 


Add  $3.00  for  postage.  Ado  S6  00  for  CANADA.  PUERTO  RICO.  HAWAII  ' 

orders   we  DO  NOT  EXPORT  TO  OTHER  COUNTRIES  | 

Enclose  Cashiers  ChecK,  Money  Order  or  Personal  Cfieck    Allow  14  | 

days  (or  delivery.  2  to  7  days  (or  phone  orders.  1  day  express  mail'  j 

Canaoa  orders  must  De  m  U  S.  dollars   We  acceol  Visa  and  Masler  j 

Card     We  ship  COD.  " 


ChlTCDpDI7CC    ME  LOVE  OUR  CUSTOMERS) 

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Regulated  power  supply 
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UL  and  FCC  approved 


•  15  Day  Free  Trial  -  90  Day  Immediate  Replacement  Warranty 


9"  Screen -Green Text  Display  $  79,00 

12"  Screen -Green  Text  Display  (anti-reflective  screen)  $  99.00 
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14"  Screen -Color  Monitor  (national  brand)  $249.00 

Display  Monitors  From  Sanyo 


With  the  need  for  computing  power  growing  every  day,  Sanyo  has 
stepped  in  to  meet  the  demand  with  a  whole  new  line  of  low  cost,  high 
quality  data  monitors.  Designed  for  commercial  and  personal  com- 
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front brightness  and  contrast  controls.  The  capacity  5x7  dot 
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Equally  important,  all  are  built  with  Sanyo's  commitment 
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•  LOWEST  PRICES  •  15  DAY  FREE  TRIAL  •  90  DAY  FREE  REPLACEMENT  WARRANTY 
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I  Add  110.00  tor  stilpplng,  handling  and  Insursnce,  Illinois  raaldenta  I 
I  please  add  6%  tax.  Add  $20.00  lor  CANADA,  PUERTO  RtCO,  HAWAII  | 
I  ordsrg.  WE  DO  NOT  EXPORT  TO  OTHER  COUNTRIES.  j 

I  Enclose  Cashiers  Check,  Money  Order  or  Personal  Check.  Atlow  14  | 
I  days  (or  delivery.  2  lo  7  days  (or  phone  orders,  1  day  express  mall!  I 
I  Canada  orders  must  be  In  U.S.  dollars.  Visa  -  MasterCard  -  C.O.D 


I 


C|y|*FPDpD|7pC   (WE LOVE Oun CUSTOMERS) 

BOX  550,  BARRINGTON,  ILLINOIS  60010 
Phoa*  312/3825244  lo  order 


Leaving  Uu-  Imsc  at  tin-  iv;^iiiniu\^  ofn  <^aim'  of  "Camion 
Cniisir"  (VIC  rvrsiofi). 

The  spaceship  changes  color  to  warn  you 
that  the  canyon  is  narrowing. 

At  the  end  of  the  flight  you  will  be  ranked 
according  to  your  skill.  There  are  U  ranks  ranging 
from  "Starter"  to  "Han  Solo."  If  you  want,  you 
can  change  these  ranks  to  anything  you  want  by 
locating  these  lines  in  the  program  and  modifying 
them.  {But  be  sure  to  get  the  program 'working  as 
published  before  tinkering  with  it.) 

Sec  program  listings  on  page  188.  W 


B4K    IVIEIVIORY 
FOR  THE  *^VIC  20 

ANNOUNCES 
THE  ULTIMATE  »VIC  20  MEMORY! 


•  THE  B4KU  WEMOnV  EXPANSION  MODULE  WISAK  OF  NORMAL  EX- 
PANSION -  am  ADOL  FOR  PFIOGRAM  OR  DATA  STORAGE  BOOSTS 
MEMORY  TO  ALMOST  70.000  BYTES.  ALMOST  TWICE  THE  USABLE 
MEMORY  OF  THE  'C-M  ALL  8K  BLOCKS  ARE  SWITCH  SELECTABLE 
AND  WRITE  PROTECTABLE  THE  ENTIRE  UNIT  DRAWS  ONLY  350  MA. 
THE  64  KV  HAS  A  GOLD  PLATED  EOGE  CONNECTOR  ANO  IS  HOUSED 
IN  A  DISTINCTIVE  BLACK  CASE  ALL  THIS  AT  A  PRICE  YOU  CAN  AF. 
FORD 


$139.95 


ALSO  NEWL  Y  RELEASED  FROM  LETCO 

•  BOM  ACCESSORY  FOR  OUR  64KV  TO  MAKE  IT  EASY  TO  PROGRAM 
BASIC  TO  USE  ALL  MEMORY  AVAILABLE    INSTALLED  NEW  OR  ADDED 
TO  THE  LETCO  64KV  S^9.95 

•  DELUXE  A-SLOT  EKPANSIDN  CHASSIS  WITH  EXPERIMENTERS 
SLOT  FOR  BLOCK  ADDRESS  CHANGES    SEPARATE  POWER  SWITCHES 
EUSE.  AND  A  RESET  BUTTON  FOR    THE  •VIC.  139  35 

•  CUSTOM  PLASTIC  CASE  TO  FIT  'VIC  S  EXPANSION  SLOT   GREAT 
FOR  YOUR  CREATIVE  HOME  PROJECTS   HAS  HOLE  FOR  DIP  SWITCH, 

7 'A"  I  5v,- 1 ' '/,."  INO  BOARD).  sg  95 

WRITE 

LETCO.  OEPT.  CA 

LEADER  ELECrnOMC  TECHNOLOGY  CO, 

7310  WELLS  RD. 

PLAIN  CITV,  OHIO  43064 

on  CALL  1-G-I4-BT3-4410 

WE  ACCSSPT  UlSA.  MASTEBCAHD,  CHECK  oq  MONEY  ORDER   FOB  CHARGE  ORDERS 
CI  FnSE  INCLUnF  ACCT,  NO.,  EXF'   DATE,  AND  SIGN. 

BO  DAY  UUIIED  WAHRANrY  ON  ALL  PRODUCTS 
OHIO  HEBIDENrs  ADD  5%  SALES  TAX 
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DEVELOP 


Powerful  fmiiuqh  for  rh^  proft^sional 
frirrtdly  fniiufjh  fur  <'v*'rv"nr 


An^lnTpqralpd  AK<i4>mbtrr    Hdllor   Loader    [Jproder   nf^hiiniffT 
which  romps  riimptptp  with 

Inside  the  Commodore  64 


iikM 

1^      tV*l    JM**1 


This  step -by -step  guide  lu  machine  languaije  and  assembly 
language  programming  will  teach  yciu  whal  you  don't  al- 
rpfldy  know  and  assist  you  to  use  whal  you  do.  Cnmbin<>d 
with  the  integrated  set  of  softurare  tools  i>l  Deyeti)p.64.  it 
makt-s  the  ideal  develiipment  system. 

A  total  reference  work  on  the  Commodore  64.  Inside  the 
Commodore  64  gives  you  inside  inFormation  on  thp  inside 
olthe  machine:  its  graphics,  its  music  synthesiier.  its  built- 
in  software  and  the  techniques  (or  taking  advantage  of  the 
many  powerful  features  of  this  computer.  A  complete 
memory  map  is  provided  with  information  on  hour  to  call 
the  Internal  programs  from  your  own.  Written  as  a  pro- 
grammer's guide  with  a  marhinf  language  programmer's 
perspective,  it  will  become  your  primary  referenrp  guide.  If 
you  are  still  learning  you  will  find  it  your  best  teacher. 


Priced  at  il9,95.  Inside  ihp  Commodore  64 
comps  fr^e  wilh  Drvficiii-fti*  (S49  951, 


Ask  for  them  at  your  favorite  software  outlet, 


Software  for  Commodore  Personal  Computers. 


PO  Box  207.  Cannim  Falls.  MN  5S009  (S»7|  263.4HZI 


VICTORY  SOFTWARE 


INTRODUCES 


Tbe 


TH  WARRIOR  SERIES 


METAMORPHOSIS  S19.9S 

You  stumbled  into  the  nest  o(  the  Cyglorx 
and  tind  yourself  fighting  o(t  robot  tanks 
guarding  ttie  Cyglorx  eggs.  You  ttiink  you 
have  everything  under  control  and  ttien 
the  eggs  start  hatching.  Commodore  64 
version  features  4  different  screens. 
Avollable  tor  COMl4(IOIX)HE  M  and  VIC-20. 


:s*> 


Ployed  with  JOYSTICK. 

A  CREATOR'S  REfEMflE mM 

^I^Ihe  creator  assembled  a  mosslve  army  of  robots  and  insects 
to  take  revenge  on  the  earth.  Destroy  insects,  get  treasures,  and 
get  the  neutron  bomb  deactivator.  Battle  robots  and  destfoythe 
neutron  bomb  before  It  annlhalites  your  city.  Miss  and  you  must 
(ace  the  mutants.  Features  4  different  screens. 
Avalloble  tor  COMMODORE  64.  Ployed  with  JOYSIICK 

Q  lARYRlHTH  OF  THE  CREATOR  mm 

^1^  Journey  Into  the  most  complex  and  dangerous  fortress  ever 
build  by  the  creator  You  will  encounter  deadly  robots,  skulls, 
lakes,  avalanches,  folse  creators,  and  a  creature  who  rooms 
256  rooms  relentlessly  pursuing  you. 
Available  for  COMMODORE  64.  Played  with  JOYSTICK 


jr^ 


fPHTT  HPWTEB       $i».95 

An  adventure  In  the  Old  West.  Journey  back  with  us  into 

the  days  of  Jessie  James  ond  Billy  the  Kid  where  the  only 

form  of  Justice  was  a  loaded  revolver  and  a  hangman's  noose, 

,    In  this  full-length  text  adventure,  you 

■^  j    play  the  role  of  Bounty  Hunter,  battting 

against  ruthless  outlaws,  hostile  Indl- 

ons,  wild  animals  ond  the  elements  of 

the  wilderness  with  only  your  wits  and 

your  six  gun.  Average  solving  time:  20- 

30  hours.  If  you  love  adventures,  this 

one  Is  a  real  treat. 

Available  (or  COMMODORE  64  and  VIC-20 
■^'i-h^m    (^''"^  BK  or  16K  expander).  Played  wilti  Koy- 


Programs  for  the  VIC-20 
and  the  COMMODORE  64. 

All  games  available  on 
TAPE  or  DISK. 

All  Arcade-Style  games 

are  packed  full  of 

MACHINE  CODE. 


gMIQO  gOMQ 


Cllrnb  ladders,  ovoid  the  barrels  the  cra- 
zy ope  is  rolling  at 


you,  and  rescue  the 
damsel.  Commodore  64 
version  features  4  dif- 
ferent screensi 
Available  for  COMMODORE 
64  and  VIC-20  Ployed  with 
JOYSTICK  ot  KEYBOARD 


flRAVE  ROBBERS      $1995 

introducing  the  first  GRAPHIC  ADVEN- 
TURE ever  available  for  the  VIC-20  or  COM- 
fiflODORE  64!  With  realistic  audio-visual  effects, 
you  explore  an  old  deserted  graveyard  and 
actually  see  the  perils  that  lie  beyond. 
Available  tor  COMMODORE  64  and  VIC-20.  Ployed  with 
KEYBOARD. 


CHOMPER  MAM 


Don't  let  the  bullies  catch  you  as  you 

gobble  the  goodlesl  This  progrom  has  6 

screens  and  still  fits  In  the 

"^Wm  .    '       *      standord  memory. 

__  "^     •      *^  Available  lor  COMMODORE  64 


IKQOKS 


$14.95 


Earth's  surface  Is  ttireotened  by  collapse  from  a  strange 
group  of  creotures  who  bore  out  the  earth's  crust  to  make 
their  dens.  Your  objective  is  to  enter  the  creature's  habitat  and 
spin  the  invaders  to  death, 

Available  tor  COMMODORE  6A.  Played  with  JOYSTICK 


Check  your  LOCAL  DEAIER  of  order  directly. 
ORDERING:  We  accept  personal  checks,  moneyorders, 
VISA,  and  MASTERCHARGE.  Charge  orders  please  In- 
clude number  and  expirallon  date.  Overseas  orders 
please  use  ctiorge  or  tiove  check  payable  through  a 
US  banit  Add  $1  50  postoge  ond  handling  per  order. 
PA  residents  please  odd  6%  soles  <ox 


COMPUTING 

for  families 


New  Family 
Learning  Games 


Fred  D'Ignazio,  Associate  Editor 


This  month  compute!'s  gazette 
is  consolidating  two  previous 
columns — the  monthly  "Com- 
puting For  Kids"  and  the  bi- 
monthly "Computing  For 
Grown-Ups" — into  one  new 
monthly  column,  "Computing 
For  Families."  Each  month. 
Computing  For  Families  will 
cover  topics  of  interest  to  all 
members  of  home-computing 
families,  both  young  and  ol(l 
And  as  before,  the  column 
will  be  written  by  Fred 
D'Ignazio,  himself  the  head  of 
a  home-computing  household. 


These  colorful  designs  and  the  otws  on 
foUouHug  pages  were  cmUt'd  with 
Spinnaker  Softxvare's  Delta  Drawing. 

102     COMPUTE!'s  Gazelle    January  1984 


Ambushing  The  Mailman 

When  I  was  a  kid  I  used  to  belong  to  all  sorts  of 
mail-order  book  clubs.  When  I  knew  a  book  was 
coming  I  would  rush  home  from  school  or  spend 
an  entire  Saturday  prowling  around  my  front 
yard  waiting  for  the  mailman  to  pull  up  our  drive- 
way. It  was  a  great  feeling  when  he  brought  a  big 
box  addressed  to  me.  I  knew  that  a  new  book  was 
inside  the  box.  It  didn't  matter  that  I  could  never 
remember  what  book  I  had  ordered.  That  was 
part  of  the  fun. 

Now  I  have  two  children  (Catie,  8,  and  Eric, 
4)  who  have  followed  in  my  footsteps.  Catie  and 
Eric  get  as  excited  as  I  did  about  receiving  packages 
in  the  mail,  and  they  are  as  good  as  I  was  at  am- 
bushing the  mailman.  On  Saturday  mornings, 
they  lie  in  wait  behind  two  big  pine  trees  just  out- 
side the  porch  door.  When  the  mailman  arrives 
they  spring  out  and  grab  all  his  packages  and  run 
into  the  house.  They  reach  the  living  room,  and 


they  start  ripping  the  packages  apart. 

But  do  you  think  they  are  looking  for  books? 

Nope.  They  are  looking  for  new  computer 
learning  games  arriving  in  the  mail.  And  they  act 
like  wild  things  until  they  unwrap  the  games,  load 
them  into  the  computer,  and  begin  playing  them. 

Champions  And  Cheerleaders 

Here,  below,  is  a  group  of  seven  games  that  capti- 
vated me  and  my  family.  They  are  remarkably 
diverse  anti  quite  varied  in  the  thinking  and  skill 
they  demand  from  the  human  player.  But  they 
are  similar  in  four  key  traits,  l-irst,  they  are  just  as 
much  fun  for  adults  as  they  are  for  kids.  Second, 
they  can  be  played  at  many  different  levels,  so, 
with  help  from  an  adult,  even  a  toddler  can  benefit 
from  them.  Third,  the  games  are  constructive  and 
nonviolent.  They  let  families  build  things  rather 
than  train  them  in  creative  destruction.  Fourth, 
the  games  are  much  more  fun  when  people  piay 
them  together. 

All  these  games  encourage  interaction  among 
family  members,  schoolmates,  and  friends.  At 
our  house  we  almost  always  play  the  games  to- 
gether. The  approach  we  use  is  to  have  one  person 
step  forward  as  the  stalwart  champion  and  have 
the  other  family  members  be  coaches,  cheer- 
leaders, and  the  peanut  gallery.  At  the  end  of 
each  game  we  rotate  all  the  roles. 

Playground  Or  Swamp? 

It  was  interesting  to  see  Eric  and  Catie  approach 
these  new  games.  They  never  want  to  read  any 
directions  before  starting.  They  equate  direction- 
reading  with  "adult,"  "slow,"  "dense,"  and 
"boring."  On  their  own,  they  never  read  direc- 
tions^— uuk'ss  tlii'if  appear  on  tin'  ficrecu.  They  just 
boot  up  a  disk  or  plug  in  a  cartridge.  Then  they 
start  madly  pressing  buttons  or  swiveling  a  joy- 
stick or  game  paddle.  Pretty  quickly  something 
begins  happening.  Then  it's  "play  it  by  ear"  all 
the  way. 

This  sort  of  approach  makes  me  very  nervous. 
Nevertheless,  1  usually  climb  aboard  for  the  ride, 
just  to  see  where  we'll  all  end  up. 

Most  of  the  time,  the  kids  wander  through  a 
program — at  n  (gallop — and  usually  figure  out 
what's  going  on.  Then  they  begin  playing  with  a 
passion. 

But  sometimes  their  approach  is  akin  to 
turning  down  a  blind  alley  and  running,  full- 
speed,  into  a  brick  wall.  Then,  with  their  noses 
out  of  joint,  the  kids  turn  around  to  me  and  an- 
nounce, "Daddy,  this  is  a  dumb  game!" 

And,  that's  that.  When  the  computer  doesn't 
respond,  when  my  kids  feel  powerless  and  out  of 
control,  they  abandon  the  game.  It's  like  watching 
their  playground  turn  into  a  yucky  swamp.  While 
it's  still  a  playground  they  love  to  race  around 

COMPUTEi's  Cozetle    January  1984     103 


and  Lisc  thr  L\]iiipmenl.  IUi[  when  suddenly  the 
ground  turns  into  sticky  glue,  the  kids  feel 
paralyzed. 

I  used  to  think  they  had  reached  a  real  dead 
end.  Now  1  look  at  it  as  an  opportunity  to  start 
doling  out  some  game  rules  and  special  "power" 
buttons  that  get  the  game  moving  again  and  put 
the  kids  back  in  control. 

Pipes 

Pipi'n  is  available  on  cartridge  for  the  VlC-20 
(S29.95)  or  the  Commodore  64  (S34.95).  It  won 
the  1983  CES  (Consumer  Electronics  Show)  Soft- 
ware Showcase  Award  for  Home  Education.  It  is 
made  bv; 

Cmitivc  Software 
201  SiVi  AittotiioCitvle 
Moil  1 1  til  in  View,  CA  94040 
(40S)  745-1655 

Pipes  is  a  game  that  never  turns  into  a  swamp. 
When  the  program  begins  t  lie  re  is  a  plumber,  a 
house,  and  a  water  supply  tank  on  the  tiisplay 
screen.  On  the  far  right  is  a  pipe  factory  with  bins 
full  of  pipes  of  all  shapes. 

My  kids  were  puzzled  by  Pipes  at  first.  But 
that  didn't  stop  them  from  leaning  on  the  joystick 
and  racing  the  little  plnmber  around  the  screen. 
They  learned  how  to  use  the  "radar"  display — a 
little  window  in  the  corner  of  the  screen  that  lets 
you  see  the  piumber,  the  house,  the  water  tank, 
and  the  pipe  factory,  all  at  the  same  lime.  And, 
by  randomly  pressing  the  joystick  buttons,  they 
discovered  they  could  buy  pipes  from  the  factory 
and  hook  them  up  to  the  Iiouse  and  the  water  tank. 

The  first  couple  of  times  we  played  the  game 
the  kids  created  some  pretty  weird  pkunbing. 
Pipes  squirreled  out  of  the  iiouse,  then 
corkscrewed,  pirouetted,  and  pretzeled  them- 
selves into  oblivion.  We  found  out  how  to  turn  on 
the  water  supply  (by  pressing  the  V  key  on  the 
computer)  and  squirted  water  all  over  the  ground 
with  ecological  abandon. 

Eventually  we  ended  Lip  with  some  pretty 
decent  plumbing.  The  pipes  went  in  efficierit  riglit 
angles  out  of  the  water  tank  and  into  the  house. 
When  we  turned  on  the  water,  it  flowed  in  a  direct 
route  from  the  tank  to  the  house. 

After  hooking  up  the  plumbing  to  one  house 
had  become  a  snap,  we  graduateci  to  a  whole 

104     COMPUWs  Gatetle    January  1984 


neigh borhooci  with  up  to  five  houses.  We  even 
figured  out  how  to  do  the  plumbing  with  the 
cheapest  pipe  and  save  the  most  money. 

Now  the  kids  mostly  play  Pipcti  alone.  The 
other  day  I  went  into  the  dining  rtiom  and  found 
Eric  busy  building  a  circular  pipe  network  out  of 
the  water  tank.  I  frowned  anci  screwed  up  my  face. 
"Why  would  you  want  to  do  that?"  1  asked  him. 

"Because,"  he  said,  not  looking  up,  "this 
way  the  water  never  goes  away," 

Delta  Drawing 

My  daughter  Catie  and  I  reviewed  the  Apple  ver-  . 
sion  of  Delta  Drawing  in  the  June  1983  issue  of 
COMPUrii!  Magazine,  Now  Spinnaker  Software  has 
released  Delta  Dniwiii^  on  cartridge  for  the  Com- 
modore 64  (S39.95).  You  can  reach  Spinnaker  at: 

Spiiunikcr  Softu>are  Corpoynlioii 
215  First  Street 
Cambridge,  MA  02U2 
(617)  868-4700 

The  Commodore  64  version  of  Delta  Drawing 
is  significantly  more  powerful  than  the  earlier 
Apple  version.  And  the  Apple  version  was  a 
knockout, 

Catie  and  I  found  Delta  Draiving  to  be  a  lot 
like  Logo — only  upside  down!  To  make  the  Logo 
turtle  do  something  you  have  to  define  a  proce- 
dure (or  program)  and  type  in  lots  of  one-  or  two- 
letter  commands.  Then,  when  you're  all  done, 
you  have  to  type  the  procedure  name  to  make  the 
turtle  do  its  tricks. 

This  kind  of  programming  is  called  delayed 
gratification.  It  requires  a  lot  of  patience — espe- 
cially when  you  are  only  four  years  old. 

Delia  Drawing  is  just  the  opposite.  The  payoff 
comes  at  the  beginning  ami  at  the  end.  Here's  a 
typical  session  with  Eric: 

Eric  plugs  the  Delta  Drawing  cartridge  into 
the  Commodore  64,  and,  a  moment  later,  a  triangle 
and  a  blinking  dot  appear  in  the  center  of  an  empty 
screen.  The  triangle  is  "DeeDee"  the  turtle.  The 
dot  is  DeeDee's  tail.  DeeDee  uses  her  tail  to  draw. 

Eric  starts  DeeDee  on  a  trip  across  the  screen 
by  pushing  the  D  key  (for  Draw).  DeeDee  moves 
about  a  quarter  of  an  inch  up  the  screen,  then 
stops.  Bchinti  her  is  a  white  line. 

Eric  pushes  the  D  key  again,  then  the  R  key 
(for  turn  right  30  degrees)  three  times.  Then  he 


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pushes  the  S  key. 

Eric  has  made  DeeDee  do  something  signifi- 
cant by  pushing  just  five  buttons.  First,  he  has 
made  DeeDee  move  and  draw  a  line — as  soon  as 
he  presses  the  button.  (This  is  called  immediate 
gratification.) 

Second,  he  has  just  created  a  program.  The 
program  is  extremely  simple,  but  it  will  act  as  a 
building  block  for  the  shapes  that  Eric  is  planning 
to  make  DeeDee  draw  next. 

Eric  saves  his  program  by  pressing  the  S  key. 
(At  this  point  Eric's  daddy  likes  to  press  the  T — 
Text— key  to  see  the  actual  commands  Eric  has 
given  DeeDee.  This  reassures  Eric's  daddy  that 
Eric  is,  in  fact,  creating  a  real  program.  Eric,  how- 
ever, is  confident  that  he  is  programming  even 
without  seeing  the  list  of  commands.  He  can  see 
that  his  programs  are  working  by  watching 
DeeDee  whiz  around  the  screen  drawing  the 
shapes  he  has  dreamed  up.) 

When  Eric  presses  the  S  key  the  screen  goes 
blank  and  DeeDee  reappears  in  the  home  position. 
With  only  a  moment's  hesitation,  Eric  presses  the 
X  and  the  1  buttons  to  run  Program  1.  DeeDee 
spurts  forward  two  paces  and  turns  right.  Behind 
her  is  the  straight  line. 

Eric  presses  the  X  and  1  buttons  three  more 
times.  When  he  is  done  DeeDee  is  back  in  her 
liome  position.  She  has  just  drawn  a  square.  Eric 
types  the  R  button  to  turn  DeeDee  30  degrees  to 
the  right.  Then  he  types  an  S  to  save  his  second 
program. 

Next  Eric  presses  the  X  and  the  2  keys  seven 
times  to  run  Program  2  seven  times.  When  he  is 
finished  he  smiles.  DeeDee  has  just  created  a 
flower  made  up  of  little  boxes  rotated  around  a 
central  axis. 

Is  Eric  done?  Not  yet.  He  likes  flowers  so 
much  he  wants  them  all  over  the  screen,  and  he 
wants  them  in  different  colors.  He  pressesa  couple 
more  keys  and  colors  the  flower  petals  orange 
and  blue  and  green.  Then  he  presses  the  M  button 
and  holds  it  down.  DeeDee  scoots  up  the  screen. 
Eric  presses  the  S  button  to  save  his  third  program. 

Now  he's  finally  ready  to  do  his  picture.  To 
make  the  picture  ho  uses  the  building  block  Pro- 
grams 1-3  that  he  has  just  created.  To  fill  the  screen 
with  colorful  flowers,  he  has  to  press  only  two 
keys:  the  X  and  the  3.  Each  time  he  runs  his  third 

106    COMPUWs  Cazotta    January  1984 


program,  DeeDee  draws  a  flower,  colors  it  in, 
then  zips  to  a  new  part  of  the  screen. 

Pretty  soon  Eric  and  DeeDee  have  filled  the 
entire  screen  with  flowers.  Eric  is  done.  He  gets 
up  from  the  computer  and  goes  looking  for  his 
family  to  show  off  his  latest  creation. 

The  Tip  Of  The  Iceberg 

Dcltii  Drawing  is  a  spectacular  learning  game.  I 
have  described  only  a  tiny  bit  of  what  kids  can  do 
with  it.  But  the  neatest  thing  about  Deltn  Drmuing 
is  that  children  can  explore  all  its  powerful  fea- 
tures, or  they  can  spend  hours  on  a  single  part  of 
Delta  Drawi^ig  and  still  not  exhaust  it.  The  program 
is  made  for  children  to  explore.  And  if  my  children 
are  anv  guide,  they  love  doing  it. 

Kids  On  Keys 

Kids  on  Keys  is  available  from  Spinnaker  Software. 
The  Commodore  64  disk  costs  $29.95;  the  Com- 
modore 64  cartridge  costs  $34.95. 

Kids  ini  Kn/s  is  one  of  those  programs  that  my 
family  ought  to  like.  If  teaches  all  sorts  of  good 
things  like  the  alphabet,  shapes  and  colors, 
problem-solving,  and,  last  but  not  least,  the  com- 
puter (or  typewriter)  keyboard. 

It  turns  out  that  my  family  really  does  love 
Kids  oti  Ki'\/s,  but  not  because  it  teaches  all  that 
sound  educational  stuff.  We  love  it  for  lots  of  little 
intangible  reasons,  tike  the  neat  music  it  plays. 
Or  like  the  little  person  who  whimsically  floats  up 
and  down  in  a  balloon.  Or  the  way  the  letters  we 
correctly  identify  make  a  loud  BURP!  and  crumble 
like  cookies.  Or  the  funny  way  the  cats,  rabbits, 
boots,  and  faces  fly  off  the  screen  after  we  correctly 
identify  them. 

Somehow,  subtly,  and  disarmingly,  Kids  ou 
Keys  is  charming.  So  we  all  love  to  play  it.  (Even 
though  some  of  us  are  34  years  old,  and  we're 
supposed  to  already  know  our  alphabet.) 

And  for  those  adults  out  there  who  are  snick- 
ering in  their  sleeves,  I  dare  you  to  try  Kids  on 
Keys,  Game  3,  Level  4.  Just  try  to  guess  all  those 
fragmented  shapes,  especially  after  they  have 
changed  color  and  scrambled  their  positions.  Let 
me  tell  you,  it  is  no  laughing  matter.  Especially 
since  the  key  word  is  quickly  fading  away. 

How  well-developed  is  your  skill  of  pattern 
recognition?  Play  Kids  on  Keys,  and  you'll  find  out. 


I  CodePro-64 

[Overview 


i  BASIC  Tutorial 


0  —  Using  CodePro-64      | 

1  —  CBIVl-64  Keyboard  Review 


2  —  Introduction  to  BASIC 

3  —  BASIC  Commands 

4  —  BASIC  Slalemenls 

5  —  BASIC  Functions 


Grapliics  &  Music  I 


6  —  Keyboard  GRAPHICS 

7  —  Introduction  to  SPRITES 

8  —  SPRITE  Generator 
^               9  —  SPRITE  Demonstrator 

A  —  Introduction  to  MUSIC 
B  —  MUSIC  Generator 

S—  MUSIC  Demonstrator 
311 

K  —  Keyword  Inquiry 

R  —  Run  Sample  Programs 


SELECT  CHOICE  OR  HIT  SPACE  FOR  DEFAULT 


I  Main  Menu^   NEW!  Fof  the  Commodore  64' 

ANNOUNCING 


CodePro-64~ 

A  new  concept  in 
interactive  visual 
learning . . 


Now  you  can  learn  lo  C0d(3  m  BASIC  and  davBlop 
advanced  pragrammmg  skills  wilh  graphics,  spriies  and 
music— visually.  You  leacn  by  inleracling  wilh  CodcPro- 
64.  a  new  concept  in  IntetacliifO  visual  learning. 

SEE  PROGRAM  EXECUTION 

Imagiro  aclually  seeing  BASIC  iiliilemcnis  oxecule. 
CodoPro-64  guides  you  ttirougd  slruclurod  BXnmplfl!)  ol 
BASIC  program  segnenis  You  enter  ihe  requested  dala 
Of  lei  CodePro-64  do  tte  typing  lor  you.  ( It  will  not  lot  you 
make  a  mislake.) 

After  entering  an  examp'e  you  invoke  our  exclusive 
BasicVJGw^"  wtiir:ti  showfi  you  how  the  8 ASIC  program 
example  Bxecules. 

You  step  tt)rougt>  and  actually  see  the  execution  ol 
sample  program  stalemonls  by  simply  prassing  the  spaca 
bar  CooePfo-64  does  me  rest 

You  see  slatements  with  corresponding  (low  char! 

graphic*  and  vanablo  value  displays.  Vou  learn  by  visual 
examp'es. 


EXTENSIVE  TUTORIAL 

CodePrQ-64's  ojt tensive  lutorial  guides  you  Ihrougti 
each  E3  ASIC  commard.progfamslatement.  add  tunclion 
You  gel  clear  explanations.  Tfien  you  ontur  program 
statemonls.  as  intoraclivo  examples  Where  appropriate, 
you  invoke  BasicView  lo  see  examples  execute  and 
watch  iheir  How  charts  and  variables  change 

By  seeing  graphic  displays  o(  program  segment  execu- 
tion you  learn  by  visual  Gxampio  Vou  learn  (asler  and 
grasp  programming  concepla  easier  with  CodeFro-64 
because  you  immediately  see  the  resulls  of  your  mpul. 

You  control  your  teaming  You  can  go  through  the  tutor  ■ 
lal  sequentially,  or  retuTn  to  the  main  menu  and  select 
dillerent  topics,  or  uie  keyworda  to  select  language  ole- 
merits  lo  sludy  You  can  pago  back  anrt  forth  bolwiien 
screens  Viiilhin  a  IQpic  at  Ihr;  touch  ol  a  lunclion  key 


CodePro  64  lets  you  follow  your  interests  and  prac- 
tice with  interactive  examples.  But  you  can  never  get 
"lost".  Fl  Vdll  always  return  you  to  the  mam  menu.  Once 
you  have  practiced  and  mastered  the  BASIC  language 
slements  you  move  on  lo  more  advanced  concepts.  You 
learn  about  sprite  and  music  programming 

SPRITE  GENERATOR  &  DEMONSTRATOR 

CodePro- 64 "s  sprite  generator  lets  you  define  your 
ownaprltMontbe  scree  n.Youiearnhowlodctinespritoa 
and  what  data  values  correspond  lo  your  sprite  cfelini- 
lions.  [You  can  then  use  these  values  to  write  your  own 
programs.)  You  can  easily  experiment  with  different  defi- 
nitions and  make  changes  to  immediately  see  Ihe  effects. 


We  also  help  you  learn  to  program  with  sprites  by  giving 
you  a  aprfle  demonslrator  so  you  can  see  the  effect  of 
changing  register  values  You  can  exponmenl  by  moving 
your  sprite  around  in  a  screen  segment,  change  its  color 
Of  priority,  and  see  the  effects  of  your  changes  You  learn 
by  visual  examples 

MUSIC  GENERATOR  &  DEMONSTRATOR 

To  teach  you  music  programming  CQdePro-64  gives 
you  an  interactive  music  generator  and  demonstratof. 
First  W(J  help  you  set  all  your  SID  parameters  (attack/ 
decay,  sustain/release,  waveform,  etc.)  Then  you  enter 
notes  IP  play  and  we  show  your  tune  graptilcalty  ai  It 
playi,  note  by  note,  on  the  scale.  You  learn  by  seeing  and 
hearing  the  results  ol  your  input. 


OUR  GUARANTEE 

We  guaranlee  your  satisfaction.  Vou  must  be 
satislicd  with  CodcPro-64  for  the  Commodore- 
84  Try  It  for  1 0  days  and  ll  for  any  reason  you  are 
not  salislied  return  it  to  us  (undamaged)  for  a  full 
rotund.  No  risk. 


Our  music  demonstiatoi  lets  you  experiment  with  var- 
ious combinations  ol  music  programming  parameters 
and  hear  the  resulls  You  can  qutekly  modify  any  of  the 
SID  regisler  values  to  hear  the  etlecls  ol  the  change  For 
example,  you  cou'd  easily  change  waveform  and  attack/ 
decay  values  while  holding  all  other  SID  values  constant 
By  seeing  your  input  and  hearing  ine  result  you  quickly 
learn  how  to  crealo  now  musical  sounds  and  special 
sound  effects 

AND  MORE  . . . 

We  don't  have  enough  space  to  ten  you  everything 
CodePro-64  offers.  You  need  to  see  lor  yoursell  BASIC 
tufonats.  graphics,  sprites,  music,  keyboard  review,  sam- 
ple programs— the  main  menu  shown  above  gives  you 
|jsl  a  summary  of  the  contents  of  this  powerful  educa- 
tional product 

Whether  you're  a  beginning  programmer  or  an  oipori- 
enced  ptolessional.  CodePra-64  will  help  you  improve 

your  Commodore  64  programming  skills  We're  sure 
because  CodePro-6'l  was  developed  by  a  team  ol  two 
professionals  with  over  !S  years  ol  software  development 
ex  pen  e  nee. 

CodePro-64  is  a  professional  quality  educational  pro- 
gram for  tne  serious  student  ol  personal  computing.  And 
It's  lully  guaranteed.  Order  yours  today 

HOW  TO  ORDER 

Order  your  copy  of  CodePro-f)4  today  by  mail  or  phone. 
Send  only  S59  95  plus  S3,00  shipping  and  handling  to 

4  *g   .  /.  ^   y  i  SYSTEMS  MANAGEMEHT  ASSOCIATES 
^^^^^^U  ^''^'^  computer  Drive.  Oept  CA 
^^WmW^m  Haleigh,  N  C,  27609 

Available  on  diskette  oniy.  MasterCard /VISA  ac- 
cepted. For  laster  Service  on  credit  card  orders  call 
{919}785'-7703 

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Dealer  Inquiries  Invited. 


Alphabet  Zoo 

Alphabet  Zoo  is  also  available  from  Spinnaker  Soft- 
ware. The  Commodore  64  disk  costs  $29.95;  the 
Commodore  64  cartridge  costs  $34.95, 

Alphabet  Zoo  is  a  trip — a  trip  into  a  dark  maze 
filled  with  colorful  glowing  letters.  At  the  heart  of 
the  maze  is  a  fox  or  a  vase  or  a  bottle  of  ink  or  a 
pair  of  socks  (or  dozens  of  other  objects).  Your 
goal  is  to  guess  the  first  letter  in  the  object's  name 
(like  "("  for  fox  or  "s"  for  socks).  Then  you  run 
.hrough  the  maze  and  chase  down  that  letter. 
The  letter  skulks  around  the  maze  trying  to  elude 
you,  but  you  can  enter  special  doorways  and  take 
shortcuts  through  the  maze.  When  you  capture 
the  letter,  the  computer  plays  a  musical  tune,  you 
win  points,  and  you  get  plopped  down  in  a  new 
maze  with  new  letters  and  a  new  object. 

Alphabet  Zoo  is  very  flexible.  You  and  your 
child  can  play  alone  or  together.  You  can  choose 
to  chase  down  capital  letters,  lowercase  letters,  or 

1  mixture  of  both.  Also,  you  can  graduate  to  game 

2  where  you  have  to  chase  down  entire  words 
that  match  the  picture  in  the  maze's  center. 

There  are  six  levels  in  each  game.  This  lets 
your  child  work  on  different  types  of  letters  and 
words:  easy  and  difficult  consonants,  vowels,  etc., 
and  words  of  anywhere  from  two  to  nine  letters. 

Alphabet  Zoo  is  a  valuable  game  for  you  and  a 
child  to  play.  It  teaches  all  sorts  of  reading  readi- 
ness skills,  including  letter  recognition,  letter  se- 
quence, and  letter  sounds.  And  having  to  chase 
the  letters  around  the  maze  helps  children  develop 
fine  motor  skills  that  they  will  need  when  they 
:)egin  writing. 

All  these  things  are  terrific,  but  I've  saved  the 
best  part  for  last.  When  you  start  each  new  trip 
into  the  alphabet  maze,  you  gel  to  choose  your 
own  player-creature.  And  the  creatures  are  hilari- 
ous. One  is  a  plump,  pumpkin-like  happy  face. 
Another  is  a  little,  excited  monster  who  keeps 
jumping  up  and  down. 

All  the  player-creatures  are  very  lovable. 
Making  them  hop  and  bump  their  way  around 
the  maze  hunting  letters  is  n  big  part  of  the  game's 
charm.  And  that's  the  secret  of  a  good  game.  The 
game  has  worthwhile  goals  and  desirable  rewards. 
But  it's  also  fun  just  playing.  You  and  the  child 
will  sfill  enjoy  yourselves  even  if  you  never  do 
track  down  one  of  those  tricky  letters. 

1 08     COMPU TEl's  Gazette     Ja n ua ry  1 98't 


Cosmic  Life 

Cosmic  Life  is  available  from  Spinnaker  Software. 
The  cartridge  for  the  Commodore  64  costs  $34.95. 

Cosmic  Life  originated  long,  long  ago,  in  the 
mists  of  time,  before  the  Apple,  before  the  PET, 
and  before  the  TRS-80. 

In  that  long-ago  time  there  was  a  math  wizard 
named  John  Conway.  Conway  created  a  game 
called  Life.  In  Conway's  little  world,  creatures 
lived  according  to  three  very  simple  rules; 

•  Survival 

Every  creature  with  two  or  three  neigh- 
bors was  happy  and  survived  until  the  next 
generation. 

•  Death 

When  a  creature  was  surrounded  by  four  or 
more  neighbors  the  creature  felt  overcrowded, 
became  sad,  and  died.  If  the  creature  had 
only  one  neighbor  or  no  neighbors  at  all,  the 
creature  became  lonely  and  died. 

■  Birth 

Whenever  three  creatures  got  together  and 
shared  an  empty  space,  they  produced  a  new 
creature  for  the  next  generafion. 

Conway  published  his  game  oiLife  in  Scientific 
America}!  over  ten  years  ago.  But  it  wasn't  until 
recently  that  Ken  Ma  dell,  the  author  of  Cosuiic 
Life,  showed  Spinnaker  that  he  could  convert 
Conway's  intellectual  parlor  game  into  a  fun  com- 
puter learning  game  for  kids  and  adults. 

The  creatures  in  Cosmic  Life  are  known  as 
Digi-Bugs,  cute  little  Pac-Mivi-Mkc  creatures.  They 
are  born,  they  live,  and  they  die  according  to  Con- 
way's original  rules. 

When  you  play  Coaittic  Life  you  begin  with  a 
barren,  uninhabited  planet.  You  pilot  a  joystick- 
controlled  spaceship  down  to  the  planet  and  begin 
seeding  it  with  Digi-Bugs. 

Then  prepare  to  be  entranced.  Digi-Bug  col- 
onies start  popping  up  all  over  the  screen.  The 
little  creatures  grow,  multiply,  dwindle,  and  dis- 
appear, right  before  your  eyes. 

You  can  set  everything  in  motion,  then  retreat 
to  a  cloud  to  watch  the  action,  or  you  can  dive 
your  spaceship  back  down  and  continue  to  seed 
the  planet's  surface  with  new  Digi-Bugs. 

Pretty  soon  you  will  develop  a  real  affection 


The  Most  Practical  Software 
—  Now  Has  Graphics 


The  Graphics  AsststanI,  the  latest  addition  to  the  ASSISTANT  SERIES,  lets 
you  and  your  64  produce  charts  and  graphs  in  three  formats.  You  can 
display  them  on  screen  or  print  them  out.  On  screen  display  is  30  columns 
by  14  rows  —  about  60%  of  the  screen.  Print-out  can  be  two  sizes:  a 
compact  4"  x  4"  or  a  full  page,  7"  x  9",  display. 

Bar  chart  format  accepts  up  to  30  bars  per  chart;  line  chart  allows  200 
>oints  per  chart;  pie  chart  can  be  sliced  as  thin  as  you  desire.  Vertical  and 
lorizontal  labels  are  clearly  displayed.  On  the  pie  chart  a  label  with 
pointer  is  displayed  outside  the  graph  and  indicates  percentage  or  raw 
riumeric  data,  i.e.  Rainbow  (73)  or  Graphics  (141).  You  can  assign  range, 
limits,  and  values  to  create  charts.  Most  importantly,  however,  you  can 
retrieve  data  from  files  created  by  the  Spreadsheel  Assistant. 
The  ASSISTANT  SERIES  is  now  better  than  ever!  You  can  now  attach 
graphs  to  documents  created  by  the  Writer's  Assistant.  And  produce 
comparison  charts  from  data  that  has  been  calculated  and  replicated  on 
the  Spreadsheet  Assistant. 

The  Graphics  Assistant  $79.95 


KiyiNDOW 
€mputer  €rporQtion 


490  Lancaster  Pike 


for  the  little  creatures.  You  will  [earn  what  patterns 
help  them  grow  and  which  patterns  make  them 
sad  and  vanish. 

Something  happens  each  Digi-Bug  day.  Each 
day  lasts  about  four  seconds.  You  can  create  a 
game  of  anywhere  from  10  to  250  Digi-Bug  days. 
At  the  end  of  each  day  the  conrputer  scores  points 
based  on  how  many  Digi-Bugs  are  currently  living 
on  the  planet.  Your  goal  is  to  create  settlement 
patterns  for  the  Digi-Bugs  that  make  them  happy, 
fruitful,  and  fertile.  But  you  have  to  keep  a  balance. 
If  your  Digi-Bug  planet  gets  too  crowded,  the 
Digi-Bugs  will  start  disappearing  again. 

Up  For  Grabs 

up  for  Crabs  is  also  available  from  Spinnaker  Soft- 
ware. The  program  costs  $39.95  and  comes  on  a 
cartridge  for  the  Commodore  64. 

Up  for  Criib$  is  supposedly  for  kids  eight  and 
up.  But  it  is  an  instant  swamp  for  kids,  and  maybe 
for  adults,  too.  This  is  not  to  say  that  the  program 
is  not  fun,  because  it  is  fun.  But  Up  for  Grabs  is  not 
an  intuitivelv  charming  game  like  the  other  games 
above.  It  takes  lots  of  practice  and  you'd  better 
read  the  instruction  book  if  you  want  to  know 
what's  going  on. 

Up  for  Gnibs  is  an  electronic  Scrabble  game.  A 
cube  spins  around  in  the  center  of  the  screen.  On 
each  of  the  cube's  faces  is  a  letter.  The  letter  rotates 
around,  in  view,  then  disappears.  When  the  cube 
face  comes  around  the  next  time,  a  new  letter  has 
replaced  the  old  letter. 

You  pick  a  letter  by  pushing  the  button  on 
your  joystick.  An  arrow  appears  and  points,  in 
turn,  at  each  of  the  letters  on  the  cube  that  are 
visible.  When  the  arrow  points  at  the  letter  you 
want,  you  press  the  joystick  button  again. 

There  are  four  letter  boards  for  up  to  four  Up 
for  Craba  players.  Once  you  have  chosen  a  letter, 
you  can  place  it  on  one  of  the  squares  on  your 
board  by  manipulating  a  row  pointer  and  a  column 
pointer. 

When  Catie  and  I  first  tried  playing  Up  for 
Crabs  without  reading  the  directions,  we  got 
nowhere. 

Later,  my  wife  Janet  and  I  played.  Janet  spent 
most  of  the  first  couple  of  games  fuming  and 
fussing  at  the  computer.  She  claimed  it  was 
stealing  her  letters,  putting  them  on  the  wrong 
squares  on  the  board,  and  substituting  other  let- 
ters for  the  ones  she'd  chosen. 

I  had  the  same  problem. 

But  then  things  started  improving.  We  got 
better  at  manipulating  the  letters  and  the  game 
boards.  All  of  a  sudden,  we  were  hooked.  We 
played  game  after  game. 

We  kept  playing.  I  looked  at  my  watch.  It 
was  ten  o'clock,  it  was  a  school  night,  and  the 
kids  were  upstairs  noisily  dismantling  their  bed- 

110     COMPUTErs  Gazette    Janui3ryl984 


rooms.  But  Janet  and  I  played  on. 

If  you  like  Scrabble  and  you  are  a  patient 
learner,  you'll  like  Up  for  Grab^. 

Tonight  I'm  going  to  talk  to  Catie.  I'm  going 
to  try  to  persuade  her  to  give  the  game  a  second 
chance,  I  think  it's  worth  it. 

Fraction  Fever 

Fraction  Fever  \s  available  from  Spinnaker  Software, 
It  costs  $34.95  and  comes  on  a  cartridge  for  the 
Commodore  64. 

This  is  one  of  the  most  frustrating  yet  most 
addictive  games  I  have  ever  played.  (Spinnaker 
recommends  Fraction  Fever  for  people  eight  and 
up.  Fraction  Fever,  Up  for  Crabs,  and  Cosmic  Life 
arc  the  first  three  games  in  Spinnaker's  Family 
Learning  Game  series.) 

The  game  is  not  a  swamp,  it's  just  so  darned 
tough! 

When  you  enter  the  world  of  this  game  you 
become  a  little  person  on  a  pogo  stick.  You  start 
bouncing  the  pogo  stick  around  on  the  bottom 
floor  of  a  crazy,  20-floor  building. 

As  you  bounce  the  pogo  stick,  using  your 
joystick,  you  discover  boxes  beneath  the  floor  at 
intervals.  The  boxes,  some  filled  and  some  empty, 
represent  fractional  quantities.  Your  goal  is  to 
find  a  group  of  boxes  that  matches  the  fraction 
hovering  in  the  top-center  part  of  your  screen. 
For  example,  let's  say  the  fraction  is  Vi.  You  would 
bounce  your  pogo  stick  until  you  found,  say,  four 
boxes  together  where  two  boxes  were  full  and 
two  were  empty.  When  you  bounce  onto  the 
square  with  these  boxes  you  press  the  joystick 
button, 

A  neat  thing  happens,  A  fraction  elevator 
springs  out  of  the  floor,  picks  you  and  your  pogo 
stick  up  and  carries  you  to  the  next  floor.  You 
bounce  off  the  elevator  and  begin  hunting  boxes 
to  match  with  a  new  fraction  that  is  displayed  at 
the  top  of  the  screen. 

One  of  the  best  features  of  this  game  is  the 
pogo  radar.  The  little  radar  screen  shows  the  floor 
you  are  tin  and  the  floor  above  and  the  floor  below, 
each  in  a  different  color. 

The  radar  is  important  because  you  can  use  it 
to  estimate  where  you  will  find  the  boxes  to  match 
the  fraction.  The  boxes  are  like  distance  markers. 
The  fraction  they  represent  is  equal  to  the  portion 
of  the  whole  floor  you  have  traveled,  measured 
from  left  to  right.  For  example,  if  you  are  trying  to 
find  boxes  representing  %,  you  can  locate  your 
little  pogo-stick  person  on  the  radar,  then  bounce 
him  three-quarters  of  the  way  along  the  floor  to 
the  right. 

When  you  find  the  boxes — four  of  them,  three 
full;  or,  perhaps,  eight  of  them,  six  of  them  full^ 
you  have  three  visual  matches  for  a  particular 
fraction.  First,  you  have  the  fraction  itself  (Ki)  in 


Alphabet  Zoo  In/  Spiiumkcr  Software.     Kids  on  Keys  h}/  Spinnaker  Software.       Fraction  Fevur  In/  Spinnaker  Software. 


the  upper  pari  of  tlio  screen.  Second,  ytiu  have 
the  four  boxes  (three  full  out  of  a  total  of  four). 
And,  third,  you  can  see  the  little  pogo  stick  on 
the  radar,  and  it  is  exactly  three-quarters  of  the 
way  along  the  floor  (measured  from  left  to  right). 

The  radar  is  also  important  because  it  warns 
you  that  holes  in  the  tloorare  close  by.  If  your 
pogo-stick  person  drops  through  the  hole,  he 
falls  to  the  next  floor  below.  This  tioesn't  hurt 
him,  and  he  can  summon  the  fraction  elev'ator  to 
go  back  up  by  matching  a  new  fraction  to  new 
boxes.  But  he  can  only  fall  ten  times.  After  that  he 
runs  out  of  pogo  slicks. 

Where  did  the  holes  come  from?  The  only 
way  to  get  points  in  this  game  is  by  punching 
holes  in  the  floor  with  your  pogo  stick.  You  get 
points  each  time  you  punch  a  hole  in  the  floor 
over  a  set  of  boxes  that  do  not  match  the  fraction 
that  is  appearing  on  the  screen. 

But  watch  out.  You  have  to  punch  and  run, 
or  else  you  will  drop  through  the  hole  you  just 
created  and  fall  down  to  the  floor  below. 

And  there's  the  rub.  Those  holes  are  a  darned 
nuisance.  The  first  few  times  I  played  Fraction 
Fcivr  I  deliberately  pimched  lots  of  holes  to  score 
lots  of  points.  But  then  my  floors  had  holes  every- 
where, and  1  ended  up  failing  down  a  hole  before 
I  could  find  the  correct  boxes  and  catch  a  ride 
upward  on  the  fraction  elevator. 

So  I  changed  my  tactics.  I  tried  to  get  to  the 
topmost  (20th)  floor  first.  Then  I  planned  to  work 
my  way  backwards,  punching  holes  and  failing 
through  the  floor. 

This  tactic  worked  fine  until  the  16th  floor. 
Then  the  boxes  changed  to  partly  filled  beakers.  I 
had  to  see  if  the  current  fraction  matched  the 
amount  of  liquid  in  the  beakers,  and  then  check 
to  see  if  the  partly  filled  beakers  matched  the  por- 
tion of  the  floor  I  had  traversed.  By  the  time  1  went 
through  all  this  estimating  and  guessing,  my  time 
would  run  out  and  1  would  have  to  hop  off  the 
current  floor  (or  fall  through  a  hole)  and  drop  to 
the  floor  below.  Then  the  timer  would  start  again 
and  I  would  try  to  match  the  fraction,  the  beaker, 
and  the  floor,  and  catch  another  ride  upward  on 
the  fraction  elevator. 

Unfortunately,  1  kept  timing  out  and  failing 


through  holes  faster  than  1  could  estimate  fractions. 
Pretty  soon  1  was  back  near  the  bottom  of  the 
building  with  no  more  pogo  sticks  to  bounce  on. 

Now  I'm  a  veteran  of  Frnction  Fever.  Even  so, 
I've  never  made  it  past  the  sixteenth  floor,  and 
I've  never  scored  over  16  points. 

But  I'm  going  to  keep  trying.  And  because 
I'm  persisting,  I'm  becoming  a  better  fraction- 
guesser  and  a  better  pogo  stick  bouncer. 

I  just  wish  that  Tom  Snyder,  the  designer  of 
this  game  (along  with  other  Spinnaker  best  sellers, 
such  as  In  Scmrh  of  the  Moi^t  Aniazi)i^  Thiii^f  and 
Snooper  Troops),  would  have  been  more  generous 
with  his  point  allotment.  After  scoring  thousands 
of  points  with  videogames,  I  found  it  quite  hard 
to  be  content  with  scores  like  6,  1 1,  or  3, 

Also,  1  would  have  loved  it  if  Snyder  had 
awarded  me  points  for  guessing  the  correct  frac- 
tion rather  than  for  punching  holes  in  the  floor 
whenever  I  spotted  an  incorrect  fraction  (or  group 
of  boxes  representing  a  fraction). 

Last,  1  wish  that  Snyder  had  designed  the 
game  with  several  levels,  including  three  or  four 
below  the  level  the  game  operates  at  now.  I  can 
live  with  the  knowledge  that  I've  only  made  it  to 
the  sixteenth  floor  (that's  '^d  of  all  tiie  floors,  or 
^1(1,  or  %,  or  four  full  boxes  out  of  a  total  of  five). 
But  it  would  have  matie  it  easier  for  me  to  get 
Cahe  and  IZric  past  the  first  floor. 

I've  caught  a  terminal  case  of  fraction  fever. 
Now  I'm  anxious  to  pass  it  on  to  mv  kids,  @ 


£ 


AJUJi 


'yn;ttmjj^ 


An  income  tax  program  for  everyone  to  use. 
TAX  COMPUTATION  has  been  approved  for 
COMMODORE'S    ENCYCLOPEDIA    OF 

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Your  taxes  will  be  completed  quickly,  easily,  and 
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Ths  coil  ol  the  program  ia  tax 
daduclibia  along  with  part  ot  the 
coil  ol  your  compuiar. 


COMPUTE  t'sGaiellB     Janupry  19B4     m 


64 

Electronic  Notepad 


Dan  Carmichael,  Assistant  Editor 


If  you've  ever  collected  so  many  games  and 
programs  on  disk  or  tape  that  you  lost  track  of 
how  to  use  each  one,  then  the  "64  Electronic 
Notepad"  is  just  what  the  doctor  ordered. 


Have  you  ever  looked  at  n  directory  on  a  disk  (or 
a  list  of  programs  on  a  tape)  that  was  jam-packed 
with  programs  and  realized  that  you  had  forgotten 
the  instructions  on  how  to  run  them?  Or  have  you 
ever  wanted  a  convenient  way  to  store  anything 
like  notes  on  that  program  you're  writing  or  a  list 
of  names  and  phone  numbers?  If  so,  then  the  "64 
Electronic  Notepad"  is  the  program  for  you. 

The  Electronic  Notepad  contains  the  most 
basic  functions  of  a  word  processor  and  the  ability 
to  store  a  screen  full  of  information  to  either  tape 
or  disk.  Don't  leave  yet;  there's  an  added  bonus: 
a  built-in  cipher  that  will,  at  the  touch  of  a  finger, 
scramble  or  unscramble  yuur  notes.  It's  a  simple 
scrambler,  but  good  enough  to  fool  the  average 
nosey  person. 

How  To  Use  The  Program 

First,  type  in  the  program  and  SAVE  it  to  tape  or 
disk  before  running.  Be  extra  careful  when  typing 
in  the  DATA  statements;  they're  for  a  machine 
language  program,  and  as  with  all  machine  lan- 
guage subroutines,  a  mistake  in  just  one  DATA 
statement  can  freeze  up  your  computer. 

After  the  program  has  been  typed  in  accu- 
rately, type  RUN,  press  RETURN,  and  wait  a  few 
seconds  while  the  BASIC  program  loads  the 
machine  language  routines  into  memory. 

1 1 2     COMPUTEI'i  Gazelle    January  1984 


The  first  user  prompt  you  will  see  is  ENTER  2 
SECRET  CODES  (0-255);.  this  is  for  the  cipher 
part  of  the  program.  The  scrambling  of  your 
notepad  pages  (which,  by  the  way,  is  optional)  is 
done  twice,  using  two  different  numbers.  Two 
scrambles  will  make  it  that  much  harder  for  the 
curious  or  the  nosey  to  decode  your  secret  notes. 
When  you  enter  these  two  numbers  (between  0 
and  255),  separate  them  by  a  comma.  Don't  be 
alarmed  when  you  type  in  the  numbers  and  they 
aren't  seen  on  the  screen.  This  is  intentional.  If 
there  are  other  people  around,  they  won't  be  able 
.to  see  your  secret  codes  as  you  type  them  in.  If 
you  want  to  see  the  numbers  as  you  type  them, 
you  can  delete  POKE  646,  PEEK  (53281)  from  line 
17  (be  sure  to  remove  the  colon,  too).  Remember 
to  separate  the  two  numbers  by  a  comma.  As  an 
example,  you  might  enter  100,200.  If  you  won't 
be  needing  the  cipher,  enter  two  zeros. 

The  second  user  prompt  that  will  be  displayed 
is  DISK  OR  TAPE?.  Here  you'll  want  to  press 
either  D  or  T.  The  program  is  written  for  one  or  the 
other,  but  not  both  at  the  same  time.  For  example, 
if  you're  in  the  tape  mode,  you  won't  be  able  to 
get  a  disk  director)'  with  the  program,  even  if  you 
have  a  disk  drive  connected  to  the  computer. 

If  you've  typed  in  the  program  correctly,  it 
should  now  be  running,  and  you  should  see  the 
options  page.  The  options  are: 

Vieu}  notepad  page.  Press  the  fl  key  for  this 
option.  The  program  calls  in  a  notepad  page  from 
either  disk  or  tape  and  sends  it  directly  to  the 
screen  for  viewing. 

Create  notepad  page.  If  you  press  f3,  the  pro- 
gram enters  the  basic  word  processor  mode.  Now 


EUREKA! 


That's  what  we  said  when  our  new 

"invention "  solved  alt  our  VIC-20'"  and 

Commodore-64^*' programming  problems 


We  had  a  problom,  So  we  invented 
PC-DocuMate"  to  solve  il.  THe  problem  was 
how  to  quickly  master  the  VIC-20  and 
CBM-64  keyboards  and  easily  start  pro- 
gramming in  BASIC  on  our  new  personal 
computers.  First  we  went  through  the 
manuals. 

INCONVENIENT  MANUALS 

The  user's  guide  was  a  nuisance  and  the 
programmer's  reference  manual  was  just 
plain  inconvenient  to  use.  We  found  the 
control  key  combinations  confusing  and  the 
introduction  to  BASIC  to  be  too  "basic"  for 
our  needs.  We  needed  a  simple  solution  to 
our  documentation  problems. 

So  we  decided  to  surround  the  keyboard 
of  each  PC  with  the  information  we  wanted. 
We  decided  to  print  whatever  we  needed  on 
sturdy  plastic  templateB  which  would  tit  the 
keyboard  of  either  the  VIC-20  or  Commo- 
dore 64. 

SIMPLE  SOLUTION 

This  was  the  simple  solulion  to  our  prob- 
lem. Now  we  could  have  the  essential 
information  right  at  our  fingertips. 

On  the  left  side  and  top  of  the  templates 
we  put  BASIC  functions,  commands,  and 
statements.  On  the  lower  left  we  used  key 
symbols  to  remind  us  of  how  to  use  SHIFT. 
RUN/STOP,  CTRL  and  the  "Commodore" 
key.  Over  on  the  bottom  right  side  we  put 
some  additional  keys  to  help  remember 
about  GLR/HOME  and  RESTORE,  But  we 
were  still  a  little  confused. 

STILL  CONFUSED 

We  found  we  were  confused  about  music 
programming,  color  graphics,  and  sprites. 
On  both  the  VIC-20  and  the  CBM-64  tem- 
plates we  carefully  organized  and  summar- 
ized the  essential  reference  data  for  music 
programming  and  put  it  across  the  top- 
showing  notes  and  the  scale.  All  those 
values  you  must  POKE  and  where  to  POKE 
them  are  listed. 

Then  to  clarify  color  graptilcs  we  laid  out 
screen  memory  maps  showing  character 
and  color  addresses  in  a  screen  matrix,  (We 
got  this  idea  from  the  manuals.) 

For  the  VIC-20  we  added  a  complete 
memory  address  map  for  documenting 
where  everything  is  in  an  expanded  or 
unexpanded  VIC, 


For  the  Commodore  64  we  came  up  with 
a  really  clever  summary  table  for  showing 
almost  everything  you  ever  need  to  know  for 
sprite  graphics 

GETTING  EASIER 

Now  we  had  organized  the  most  essential 
information  for  our  VIC  and  64  in  the  most 
logical  way.  BASIC,  music,  color  graphics, 
and  sprites  all  seemed  a  lot  easier  Our 
initial  problem  was  solved  by  PC-Docu- 
Mate"* 

But  we  have  a  confession  to  make, 

WE  CHEATED 

We  had  solved  this  Kind  of  problem 
before.  In  fact,  many  times  before.  You  see, 
we  at  SMA  developed  the  original  PC-Docu- 
Mate for  the  IBIvl  PC,  We've  made  templates 
for  IBM  BASIC  and  DOS,  for  WORDSTAR'", 
VISICALC"  and  other  best-selling  software 
packages  for  the  IBM  PC, 

So  we  knew  we  could  invent  another 
PC-DocuMate"  to  solve  our  problems  with 
the  VIC-20  and  Commodore  64.  Now  our 
solution  can  be  yours  and  you  can  join  the 
thousands  of  satisfied  users  of  our  template 
products, 

Take  advantage  of  our  experience  and 
success  with  PC-DocuMate  templates.  Get 
one  for  your  personal  computer, 

SOME  SPECIFICS 

Our  templates  for  the  VIC  and  64  are 
made  from  the  same  high  quality  non-glare 
plastic  as  the  more  expensive  IBM  PC 
versions. 

The  templates  are  an  attractive  gray 
color  and  are  imprinted  with  a  special  black 
ink  which  bonds  permanently  to  the  plastic 
They  are  precision  die-cut  to  fit  your 
keyboard. 

Unlike  some  other  products  we've  seen 
in  this  category,  PC-DocuMate  templates 
are  professionally  and  expertly  designed, 
And  they  are  fully  guaranteed. 


OUR  GUARANTEE 

We  guaiantee  your  sal'Sfaclion  You  mu$l 
beutislied  with  your  PC-DocuMate  tor  your 
VIC-20  or  CBM,64  Try  t\  lor  10  dairs  and  it 
tor  any  reason  you  are  not  salisried  return  II 
to  us  (undamaged)  for  a  full  relund.  No  rtth. 


SOLVE  YOUR  PROGRAMMING 
PROBLEMS  WITH  PC-DocuMate'" 

Order  your  PC-DocuMate  today  (by 
phone  or  mail)  and  solve  your  VIC-20  or 
CBM-64  programming  problems.  Send  only 
S12.95  and  specify  v^hich  computer  you 
have.  We  pay  for  shipping  and  handling. 
Use  Ihe  coupon  below  or  call  919-787-7703 
for  faster  service. 


YES!  Please  RUSH  me VIC-20  I 

templates  and/or CBM-64  tem- 
plates at  $12.95  each.  I  have  enclosed 

S by: 

Check  . Money  order MC/VISA 


Name 

Address 

City 

State 

Zip 

Cards 

Exp 

I    Signature 

I  Foreign  orders  (except  Canada|  add  S5.00  US 

I 

I  Mail  to:  Systems  ManagtmenI  Associates 

I  3700  Computer  Drive,  Depi.  J,1 

I  P.O.  Box  20025 

Raleigh,  PJorih  Carolina  27619 

I  Canadians:  Ptease  send  S18.9S  CON  for 
I  each  template  to: 

SystemsManagsdieni  AssocI  a  les 

I  55A  Weslrnore  Dr.,  Dcpt.  J- 1 

Rexdalo.  ONTARIO  M9V3Y6 


I 


VtC-20  9ncf  ComrTxx$ore  64  eiv  QwJornafks  of  CorrainoAXG  Suai- 
nflss  Machines.  Inc 

Ad  ra  731  Copyhghl  19S3,  SMA 

Daalvr  InqulriH  invEtHJ. 


you  can  create  a  notepad  page  and  save  it  to  tape 
or  disk  with  any  filename  you  choose.  Wliile 
you're  in  tliis  mode,  pressing  fl  performs  tlie 
SAVE,  and  pressing  f8  aborts  tfie  page  and  returns 
to  the  options  page. 

Vim'  (link  dirccton/.  This  option  (called  by 
pressing  f5)  displays  the  disk  directory.  The  pro- 
gram will  send  it  directly  to  the  screen,  and  it  will 
not  affect  the  BASIC  program  in  memory.  While 
you're  in  the  tape  mode,  you  cannot  get  a  disk 
directory. 

Change  program  option!^.  Pressing  f6  restarts 
the  program.  This  enables  you  to  change  your 
secret  codes  if  you  wish.  You  can  also  use  this 
option  to  change  to  either  disk  or  tape.  Pressing 
f8  ends  the  program. 

Using  The  Cipher  Option 

The  scramble  option  runs  all  the  time  and  is  con- 
trolled by  the  back-arrow  key  at  the  upper-left 
corner  of  the  keyboard.  Pressing  it  once  (if  you 
entered  your  secret  codes)  will  scramble  the 
screen;  pressing  it  again  will  unscramble. 

To  use  the  cipher  option  to  scramble  a  page 
before  saving,  create  the  page  as  you  normally 
would  using  the  f3  crctile  iiolcpad  page  opium.  When 
you're  ready  to  save  the  page,  press  the  back- 
arrow  (to  scramble  the  page)  and  then  press  fl  to 
SAVE.  The  notepad  page  will  then  be  saved  to 
either  tape  or  disk  in  the  scrambled  form. 

To  use  the  cipher  to  unscramble  a  notepad 
page,  load  the  notepad  page  file  as  you  normally 
would  using  the  fl  view  iiotcpaii  page  option.  After 
the  page  has  been  loaded  and  is  displayed  on  the 
screen,  press  the  back -arrow  to  unscramble  it.  If 
you're  using  the  same  secret  codes  you  did  when 
you  saved  the  page,  the  page  will  now  be  readable. 

How  The  Program  Works 

The  key  to  the  Electronic  Notepad  is  screen  mem- 
ory page-flipping.  This  is  a  teclinique  where  you 
can  create  one  or  more  extra  screens  in  RAM  mem- 
o^)^  When  you're  in  the  create  notepad  page  mode, 
you're  actually  writing  to  the  screen  (1024-2047); 
but  as  soon  as  you  press  f  1  for  the  SAVE,  you 
"flip"  to  another  screen  memory  page  thai  has 
been  sot  up  past  the  end  of  the  program  in  BASIC 
memory.  This  way  you  can  display  the  user 
prompts,  such  as  ENTER  NOTEPAD  PAGE 
NAME,  without  disturbing  the  page  you've  writ- 
ten. We'll  come  back  to  this  later. 

For  you  machine  language  programmers,  the 
program  uses  some  Kernal  routines.  The  load-a- 
page  option  is  done  with  the  Kernal  LOAD  routine 
($FFD5),  and  the  save  uses  the  Kernal  SAVE 
routine  ($FFD8).  The  display  directory  option  can 
be  found  in  the  cassette  buffer  and  is  a  machine 
language  subroutine. 

The  cipher  option  can  be  found  in  an  unused 

114     COMPUTEt's  Gazetie    Jonijoryl9B4 


area  of  the  64's  memory  between  679  and  752 
(S02A7  to  $02F0).  The  subroutine  works  by  looking 
at  screen  memory  itself  and  then  flipping  the  bits 
(with  the  EOR  command)  of  the  characters  that 
are  displayed  on  the  screen.  It  does  this  alternately 
(every  other  byte  of  screen  memory)  with  the  two 
secret  codes  you  entered.  The  first  secret  code  is 
used  to  cipher  all  the  odd  bytes  (1,3,5...),  and 
the  second  code  is  used  for  the  even  numbers 
(2,4,6,...). 

Hints  And  Tips 

Remember  your  secret  codes.  If  you  use  a  different 
secret  code  when  you  save  a  notepad  page  than 
when  you  load  it  back  in,  the  cipher  will  not  cor- 
rectly unscramble  the  page. 

The  word  processor  portion  in  the  create 
mode  is  designed  to  be  a  very  elementary  word 
processor.  You  do  not  have  full  editing 
capabilities,  and  a  few  keys,  like  the  CRSR  left/ 
right  and  the  HOME/CLR,  will  not  work.  The 
inconveniences  arc  minimal  if  you  proofread  the 
text  as  it  is  being  created.  If  you  make  a  mistake, 
use  the  DELETE  key  to  backspace/erase  and  then 
make  your  corrections.  To  end  a  line,  press  RE- 
TURN, Don't  use  the  last  three  positions  (lower- 
right  corner)  on  the  screen.  This  can  cause  the 
screen  to  scroU,  and  you  may  lose  the  top  one  or 
two  lines  of  your  text. 

Organization  of  the  notepad  page  filenames 
can  make  things  easier.  For  example,  when  saving 
to  disk,  you  might  want  to  end  each  filename 
with  an  EN,  which  stands  for  Electronic  Notepad. 
That  way,  when  you're  looking  at  the  disk  direc- 
tory, you'll  automatically  know  that  a  filename 
like  SPACE  GAME.  EN  is  the  electronic  notepad 
page  of  instructions  on  how  to  play  "Space  Game" 
on  the  same  disk. 

Don't  scramble  notepad  pages  unless  abso- 
lutely necessary.  The  program  was  written  using 
page-flipping  for  a  specific  reason.  If  you  want  to 
quickly  load  in  a  notepad  page  in  the  immediate 
mode,  you  can  do  it  without  running  the  Electronic 
Notepad  program.  First  you  have  to  fill  color  mem- 
ory, then  you  can  load  in  the  notepad  page.  To 
do  this,  enter: 

FORA  =  55296T056319;POKEA,PEEK(646>:NEXT: 

LOAD"filenamc",dn,l 

then  press  RETURN.  Filename  is  the  name  of  the 
Electronic  Notepad  page.  The  device  number,  dn, 
is  1  for  tape  or  8  for  disk.  If  the  page  was  scrambled 
before  it  was  saved,  you'll  have  to  run  the  Notepad 
program  to  unscramble  it. 

You'll  probably  find  that  keeping  notes  or 
instructions  on  the  same  disks  or  tapes  that  contain 
your  programs  is  a  lot  easier  than  shuffling  papers 
and  trying  to  keep  track  of  handwritten  notes. 

See  program  Ihtings  on  page  186.  W 


HOW  MUCH  LONGER  WILL  YOU  LAST? 


How  long  can  you  endure?  When  will  it  end?...  We're  not  talking  about  a  new  shoot'em  up  game  for  the 
Commodore  64.  but  Commodore's  own  disk  operating  system!  Commodore  made  a  great  computer  in  the  64 
but  left  its  disk  operating  system  out  in  the  cold.  If  you've  been  waiting  for  a  true  disk  operating  system,  here  it 
is!...  If  you've  been  waiting  for  a  great  BASIC  language  enhancement  that  will  let  you  utilize  the  Commodore's 
many  special  features,  here  it  is!  What  is  it?  It's  grafDOS.  the  great  new  utility  from  Xylex  Software  that 
allows  the  user  to  actually  become  friendly  with  the  Commodore  64!  grafDOS  includes  commands  like 
DELETE.  RENAIVIE,  CATALOG,  RUN,  etc.  The  BASIC  allows  you  to  do  high  resolution  and  low  resolution 
graphics,  sound,  sprite  program,  plus  much,  much  more  for  a  total  of  40  commands!  Plus  included  in  every 
package  is  MINIMON.  a  powerful  machine  language  monitor  that  includes  another  20  commands  for  use  in 
machine  language.  The  disk  also  comes  with  sample  programs  and  demos  including  a  great  music  generator! 
And  all  this  together  is  only  S49.95!   How  could  you  have  lasted  this  long  without  it? 

DON'T  WAIT  ANY  LONGER! 
Make  your  programming  easier!  grafDOS  is  available  now  at  your  local  dealer  or: 


INT€R€STING   SOFTUJRR€ 

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(213)328-9422 


Visa/MC/Checl^/Money  Order 
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CA  residents  add  6y2% sales  tax. 
Dealer  inquiries  invited. 


We'll  back  you  up!    m 

ATTENTION  COMMODORE  64  OWNERS 

If  you  own  a  disk  drive  then  you'll  need  "The 
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1.)  Complete  and  thorough  users  manual  ^^  ^^r 

2.)  Copy  with  one  or  two  drives 

3.)       Investigate      and      back-up      many 

"PROTECTED"  disks 

4.)  Copy  all  file  types  including  relative  types 

5.)  Edit  and  view  track/block  in  Hex  or  ASCII 

6.)  Display  full  contents  of  directory  and  print 

7.)  Change  program  names,  add,  delete  files 

with  single  keystroke 

8.)  Easy  disk  initialization 

9.)  Supports  up  to  four  drives 


'My  only 
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Alpha-Shoot 


Neil  T.  Capaldi 


The  author  wrote  this  educational  game  for 
the  un expanded  VIC-20;  we've  added  a  version 
for  the  Commodore  64.  It  works  with  either 
keyboard  controls  or  a  joystick. 


"Alphii-ShtKJl"  is  a  game  I  wrote  for  my  st)n  to 
help  liim  lenrn  and  recogni/e  the  letters  ot  the 
alphabet. 

The  object  of  the  game  is  to  line  up  the  heart- 
shaped  character  at  the  bottom  of  the  screen  with 
the  letter  displayed  above.  The  heart  can  be  moved 
left  or  right  with  the  C  and  B  keys  or  with  the 
joystick.  (With  the  Commodore  64  version,  plug 
the  joystick  into  port  2.) 

Pressing  the  space  bar  or  joystick  fire  button 
shoots  an  arrow  up  the  screen.  As  each  letter  is 
hit,  it  explodes  and  is  placed  in  alphabetic  order 
at  the  bottom  of  the  screen.  When  all  the  letters  in 
the  alphabet  have  been  "captured"  this  way,  the 
game  redisplays  the  alphabet  to  the  familiar  chil- 
dren's tune  of  "Twinkle  Twinkle  Little  Star." 

Four  Games  In  One 

Alpha-Shoot  has  four  possible  variations.  When 
you  first  run  the  program,  it  asks  you  to  choose 
from  these  four  options: 

1.  The  letters  of  the  alphabet  are  displayed 
randomly. 

2.  Letters  are  displayed  in  alphabetic  order, 
A-Z. 

3.  The  letter  to  be  displayed  can  be  selected 
from  the  keyboard, 

4.  Letters  are  displayed  randomly  and  move 
across  the  screen. 

Parents  should  select  the  variation  they  want 
and  have  the  child  name  each  letter  as  it  appears 
on  the  screen.  Also,  children  can  learn  alphabetic 
order  by  singing  along  as  it  i.s  played. 

n8     COMPUTEI's  Gazette    Janunry  198<1 


Tiikin^  aim  at  a  Q  in  the  VIC  version  of  "Alpha-Shoot. 


"Alpha-Shoot,"  64  version. 

See  program  listings  on  page  199.iW 


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■  1984,  THE  COMPUTER  ENTREPRENEUR 


REVIEWS 


Children's 
Educational  Games 

Tony  Roberts,  Assistant  Managing  Editor 


The  goal  of  Boston  Educational 
Computing  is  to  provide  owners 
oi  the  most  elementary  computer 
systems  with  educational  soft- 
ware that  can  be  used  easily  by 
those  with  little  knowledge  of 
computing. 

In  its  Child  Development 
Series,  BECi  (pronounced  Becky) 
meets  this  goal.  Among  the  soft- 
ware in  the  series  are  a  counting 
program  and  an  alphabet  pro- 
gram aimed  at  preschool  children 
and  an  addition-subtraction  pro- 
gram targeted  for  the  slightly 
older  child. 

All  of  the  programs  are  on 
tape  and  are  designed  to  work 
on  an  unexpanded  VlC-20,  but 
they  perform  just  as  well  with  a 
memory  expander.  NUMER- 
BECi  and  ADD/SUB  arc  also 
available  for  the  Commodore  64 
and  Atari  computers. 

Introducing  The 
Alphabet 

ALPHA-BECi  is  intended  to  help 
preschool  children  learn  the  let- 
ters of  the  alphabet,  both  upper- 
and  lowercase,  associate  each 
letter  with  a  word  beginning 
with  that  letter,  and  see  how 
each  letter  relates  to  the  others 
in  the  alphabet. 

For  each  letter,  the  program 
provides  a  screen  which  includes 

120    COMPUm's  Gazelle    January  1984 


the  capital  letter,  the  small  letter, 
and  a  picture  of  an  object.  The 
screen  is  slowly  drawn,  giving  a 
child  the  opportunity  to  call  out 
the  name  of  the  letter  or  object 
as  soon  as  he  recognizes  it. 

First,  the  capital  letter  is 
drawn,  then  the  associated  small 
letter,  then  the  object  with  its 
name  below.  The  entire  alphabet 
is  then  printed  at  the  bottom  of 
the  screen  with  the  target  letter 
highlighted. 

ALPHA-BECi  can  be  run  in 
one  of  three  ways.  From  a  menu 
you  decide  whether  to  run  the 
program  sequentially,  randomly, 
or  under  keyboard  control.  That 
is,  the  program  will  either  step 
through  the  alphabet  from  A  to 
Z,  will  display  random  letters, 
or  will  show  screens  for  the  let- 
ters selected  by  the  user.  The 
mode  can  be  changed  at  any 
time  by  pressing  RUN/STOP, 
then  rerunning  the  program. 

For  a  child,  watching  the 
colorful  objects  appear  on  screen 
is  like  opening  a  present.  The 
program's  only  sound  effect  is  a 
boop-boop-boop  that  comes  as 
the  letters  of  the  alphabet  are 
being  printed  along  the  bottom 
of  the  screen.  For  an  adult,  it 
may  become  a  little  annoying, 
but  it  seems  to  be  music  to  a 
child's  ears. 


ALPHA-BECi  uses  simple  graphics  to 
teach  letters  of  the  alphabet. 


Shapes  And  Colors 

NilMER-BECi  teaches  the  pre- 
schooler to  identify  the  numbers 
from  1  to  12,  to  identify  shapes, 
and  to  identify  colors.  And  it  is 
set  up  so  the  youngster  can  learn 
these  new  ideas  at  his  own  pace. 

The  menu  offers  the  fol- 
lowing options: 

1.  COUNT  LIKE  THINGS 

2.  COUNT  UNLIKE  THINGS 

3.  COUNT  COLORS 

4.  COUNT  SHAPES 

5.  COUNT  COLORS  AND 
SHAPES 

A  second  menu  allows  you  to 
select  a  time  limit  for  the  an- 
swers. Your  options  here  are  to 
let  the  program  run  itself,  filling 
in  the  answers  after  a  specific 
time  delay;  have  it  wait  until  the 
child  fills  in  an  answer;  or  have 
it  set  a  time  limit. 

When  running  the  program 
with  a  time  limit  set,  a  correct 
answer  will  shorten  the  time 
allowed  for  the  next  problem. 
As  long  as  the  child  continues 
providing  correct  answers,  the 
time  limit  is  shortened  until  he 
misses,  Then  the  time  limit  is 


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NUMER-BECi  teaches  youngsters  to        The  top  arrow  in  ADD/SUB  reminds 
recognize  and  count  various  colored  youngsters  xvhen  to  carry  or  borrow, 

shapes. 


incremented  slightly.  This  fea- 
ture challenges  a  child  to  increase 
the  speed  at  which  he  inputs  his 
answers. 

When  the  program  is  run  in 
the  wait-for-answer  mode,  the 
child  is  simply  asked  to  count 
the  number  of  shapes  printed  on 
the  screen.  If  the  answer  is  cor- 
rect, he  moves  on  to  the  next 
problem.  If  the  answer  is  wrong, 
the  word  WHOOPS!  is  printed 
in  red  and  the  correct  answer  is 
displayed. 

Under  the  Count  Colors  op- 
tion, the  program  prints  shapes 
of  different  colors  on  the  screen 
and  the  child  is  shown  a  color 
block  and  asked  to  count  the 
number  of  shapes  that  match 
the  cokir  block.  Count  Shapes  is 
a  similar  exercise  with  sliapes. 
Shapes  and  colors  are  mixed  in 
the  final  exercise.  The  child  must 
count  the  number  of  black 
squares,  or  red  triangles,  for 
example. 

The  child's  answer  to  each 
problem  is  printed  in  large  block 
letters.  It  takes  a  second  or  two 
to  appear  for  the  answer  to  be 
printed  on  the  screen  after  it  has 

122     COMPUTEI's  Gazette    January  1984 


been  typed  in,  and  this  can  be  a 
bit  disconcerting  if  you're  used 
to  seeing  what  you  type  appear 
on  the  screen  instantly. 

Putting  2  And  2 
Together 

ADD/SUB  is  BECi's  program  for 
older  children.  The  program, 
which  is  available  for  the  Com- 
modore 64  as  well  as  the  VlC-20, 
offers  choices  of  addition  or  sub- 
traction, one  to  four  digits,  and 
decimal  or  whole  numbers.  In 
addition,  the  user  can  decide 
whether  to  include  problems 
that  require  carrying  or  bor- 
rowing. For  those  just  learning 
about  carrying  and  borrowing, 
there  is  an  option  that  provides 
a  hint  in  the  form  of  a  large-arrow 
pointing  to  the  column  from 
which  a  borrow  has  been  made 
or  to  which  a  carry  must  go. 

With  ADD/ SUB  you  also  can 
select  a  pace  for  solving  the  prob- 
lems. The  standard  pace  gives 
the  child  about  seven  seconds  to 
answer.  When  the  time  is  up, 
the  computer  will  fill  in  the  an- 
swer. If  the  wait-for-answer  op- 
tion is  selected,  the  computer 


will  wait  until  the  numbers  are 
filled  in.  The  set  pace  option  can 
be  used  to  speed  up  or  slow 
down  the  pace  to  meet  a  child's 
needs. 

In  ADD/ SUB  the  problems 
are  displayed  in  large  black  num- 
bers with  a  green  plus  or  minus 
sign.  In  multidigit  problems,  an 
arrow  points  to  the  first  digits  to 
be  added  or  subtracted.  The 
answers  are  filled  in  from  right- 
to-left,  just  as  they  would  be 
done  on  paper. 

Using  The  Programs 

The  programs  are,  as  advertised, 
easy  to  use.  Simply  load  them 
from  tape  and  type  RUN.  Op- 
tions for  play  are  presented  in 
simple  menus.  To  change  the 
mode  of  play,  press  the  STOP 
key,  type  RUN,  and  select  a  new 
option. 

Loading  the  programs  takes 
a  few  minutes;  a  preschooler 
with  a  short  attention  span  might 
spend  less  time  using  the  pro- 
gram than  it  takes  to  load. 

The  programs  are  low  key. 
No  scores  are  kept,  and  the  re- 
wards for  correct  answers  are 
understated.  The  adjustable 
nature  of  the  programs  and  the 
pacing  options,  however,  pro- 
vide these  programs  with  an 
extended  life.  They  are  enter- 
taining to  a  child  just  beginning 
to  grasp  the  concepts  covered, 
and  they  can  challenge  the  more 
advanced  child  to  solve  the  prob- 
lems more  quickly. 

ALI'HA-BECi 

NUMER-BECi 

ADD/SUB 

Boston  Educational  Computing  Inc. 

78  Dartmouth  Street 

Boston.  MA  OnU 

(617)536-5116 

$16.95  each  • 


COMPUTE! 's  Gazette  Back  Issues 


JULY  1983:  Commodore  64  Video  Update, 
Snake  Escape,  Alfabug,  VIC  Marquee, 
Word  Hunt,  VIC  Timepiece,  product  re- 
views. Learning  To  Program  In  BASIC, 
Quickfind,  64  Paddle  Reader,  Machine  Lan- 
guage For  Beginners,  Enlivening  Programs 
With  Sound,  Using  Joysticks  On  The  64, 
Simple  Answers  To  Common  Questions, 
VICreations  —  Speedy  Variables,  64 
Explorer. 

AUGUST  1983:  Your  First  Hour  With  A 
Computer,  Should  You  Join  A  Users  Group, 
Guide  To  Commodore  Users  Groups,  The 
Viper,  Cyion  Zap,  product  reviews,  VIC/64 
Mailing  List,  Word  Spell,  Global  Scan  For 
VIC/64,  Machine  Language  For  Beginners, 
VIC  Title  Screens,  64  Hi-Res  Graphics  Made 
Easy,  VIC/64  Four-Speed  Brake,  Disk  Menu, 
Using  A  1540  Disk  Drive  With  The  64, 
Playing  Computer  Music,  Simple  Answers 
To  Common  Questions,  HOTWARE,  VIC- 
reations —  Caring  For  Disk  Drives/Cassettes, 
64  Explorer,  News  &  Products. 

SEPTEMBER  1983:  Telecomputing  Today, 
Telecomputing  Glossary,  Commodore's 
Nationwide  Party  Line,  Commodore 
Bulletin  Boards,  Demon  Star  For  VlC/64, 
Potholes,  product  reviews.  Checkbook  Re- 
porter, States  &  Capitals  Tutor  For  VIC/  64, 
MiniTerm-20,  TeleTerm  64,  POKEing 
Graphics,  Machine  Language  For  Beginners, 
64  Searcher,  Better  Commodore  Input, 
Using  The  Function  Keys,  Simple  Answers 
To  Common  Questions,  HOTWARE, 


VICreations  —  Understanding  Random 
Numbers. 

OCTOBER  1983:  The  Anatomy  of  Com- 
puters, Telegaming  Today  And  Tomorrow, 
Commodore's  Public  Domain  Programs, 
Oil  Tycoon,  Re-Beep,  product  reviews, 
Aardvark  Attack,  Word  Match,  A  SHlFTy 
Solution:  The  WAIT  Command,  Program 
Transfers,  Machine  Language  For  Beginners, 
Improved  Paddle  Render  Routine,  How  To 
Use  Tape  And  Disk  Files,  Understanding  64' 
Sound  —  Part  1,  Speeding  Up  The  VIC, 
Simple  Answers  To  Common  Questions, 
HOTWARE,  Horizons  64  —  Improving  64 
Video  Quality,  VICreations  —  Using  The 
VIC'S  Clock,  News  &  Products. 

NOVEMBER  1983:  Binary  Numbers  —  Part 

1,  Getting  Started  With  A  Disk  Drive  — 
Part  1,  Chicken  Little,  Martian  Prisoner, 
product  reviews,  Munchmath,  VIC  Super 
Expander  Graphics,  64  Aardvark  Attack,  64 
Timepiece,  Connect  The  Dots,  Custom 
Characters  For  VIC/64,  Making  Custom 
Characters  On  The  64,  Making  Custom 
Characters  On  The  VIC,  VlC/64  Program 
Lifesaver,  Understanding  64  Sound  —  Part 

2,  Merging  Programs  On  The  64,  Tutorial 
On  DATA,  READ,  RESTORE  Statements, 
One-Touch  Commands  For  The  64,  VIC/64 
Disk  Defaulter,  Machine  Language  For 
Beginners,  Simple  Answers  To  Common 
Questions,  HOTWARE,  VICreations  — 
Animation  With  Custom  Characters,  Hori- 
zons 64  —  Software  And  Hardware  Reviews, 
News  &  Products,  Automatic  Proofreader. 


Back  issues  of  July,  August,  and  September  1983  are  $2.50  each.  Issues  from  October  forward 
are  $3.  Bulk  rates  are  6  issues  for  $15  or  12  issues  for  $30.  All  prices  include  freight  in  the 
U.S.  Outside  the  U.S.  add  $1  per  magazine  order  for  surface  postage.  $4  per  magazine  for  air 
mail  postage.  ALL  BACK  ISSUES  ARE  SUBJECT  TO  AVAILABILITY. 

In  the  Continental  U.S.  call 
TOLL  FREE  800-334-0868 

(in  North  Carolina  call  919-275-9809) 

Or  write  to:  COMPUTES's  Gazette  for  Commodore  Back  Issues 

P.O.  Box  5406 
Greensboro,  North  Carolina,  27403,  USA 

Prepayment  required  in  U.S.  funds.  MasterCard,  VISA,  and  American  Express  accepted. 
North  Carolina  residents  please  add  4%  sales  tax. 


COMPUm'isGaxelli   Jomjuryl984  ^23 


REVIEWS 


Computer  Baseball  And 
Ringside  Seat 
For  Commodore  64 


Gregg  Keizer,  Assistant  Book  Editor 


Ever  wanted  to  manage  your 
own  major  league  team?  Most 
people  who  follow  baseball 
closely  just  knoio  that  they  could 
take  their  team  to  the  World 
Series,  if  only  f/it'i/  were  manager. 
Computer  Baseball  can  give  you 
the  feeling  of  the  close  game,  a 
pennant  race,  even  the  final 
game  of  the  Series.  And  it  costs 
far  less  than  buying  the  Min- 
nesota Twins,  the  latest  team  up 
for  sale.  You  won't  even  have  to 
pay  players'  salaries. 

This  isn't  an  arcade  baseball 
game  like  others  you  may  have 
played.  Although  players  move 
and  hits  cross  the  field,  the  ani- 
mation is  minimal.  Computer 
Baseball  is  a  simulation  of  the 
strategy  and  tactics  of  a  major 
league  team.  Using  actual  statis- 
tics, opposing  managers  can 
select  lineups,  choose  starting 
and  relief  pitchers,  set  up  de- 
fense for  the  bunt  or  double 
play,  and  signal  runners  to 
steal.  When  you  put  on  the  man- 
ager's cap,  you  make  the  deci- 
sions for  your  team,  hoping  to 
oui^vit  the  opposing  manager's 
strategy. 

The  game  includes  28  team 
rosters,  World  Series  teams  all, 
which  you  can  use  to  play 
another  opponent,  or  even  the 
computer  manager,  Casey.  You 
can  even  enter  data  for  new 
teams  yourself,  or  send  for  a 
disk  containing  the  most  recent 

124     COMPUTEI's  Gazette    January  198-1 


American  and  National  League 
teams,  so  you  can  replay  an  en- 
tire season  if  you  want. 

How  To  Play 

After  you've  booted  the  disk  for 
Computer  Bascbiill,  you'll  be  of- 
fered several  choices.  Do  you' 
want  to  play  a  two- player  game, 
play  against  the  computer,  enter 
new  player  data,  or  watch  a 
demonstration  game?  Playing 
against  Casey,  the  computer 
manager,  is  a  good  way  to  learn 
the  game.  Choosing  this  option 
presents  more  decisions.  Do  you 
want  Casey  to  manage  the  home 
team,  the  visiting  team,  urboth? 
1  let  Casey  iiave  the  visiting  team. 
But  which  team? 

You'll  see  28  teams  listed  on 
the  screen,  ranging  from  the  '06 
White  Sox  to  the  '81  Dodgers, 
All  28  played  in  a  World  Series, 
so  you  can  replay  a  complete 
seven-game  Series,  or  you  can 
play  a  What  If.  What  if  the  '27 
Yankees,  with  Babe  Ruth,  couki 
have  met  the  '81  Yankees?  Who 
was  the  better  team?  Has  baseball 
gotten  better,  or  worse?  Once 
you  select  Casey's  team,  as  well 
as  your  own,  the  computer  will 
display  the  team  lineups. 

Now  the  decisions  become 
more  important.  You  can  choose 
the  starting  pitcher(s)  and  set 
the  batting  order  for  your  team. 
If  you  want,  you  can  set  the  order 
for  Casey's  team  loo,  but  1  let 


him  do  that.  Although  setting 
your  batting  order  takes  time,  it 
adds  to  the  game's  realism.  You 
have  to  fill  each  of  the  fielding 
positions,  and  you  only  have  so 
many  players.  You  could  force  a 
catcher  to  play  outfield,  but  it's 
probably  not  a  good  idea.  As 
you  enter  the  order,  take  your 
time,  ftirany  errors  yuu  make 
means  ytiu'll  have  to  go  through 
it  all  again.  Unfortunately, 
there's  no  option  to  change  your 
mind  in  this  section  of  the  game. 

The  screen  display  appears 
once  you've  chosen  your  team 
and  selected  the  batting  order. 
The  display  shows  a  playing 
field,  players,  a  scoreboard,  and 
pitcher  and  batter  status  informa- 
tion. Once  the  game  starts,  you'll 
be  able  to  tell  if  the  batter  is  right- 
ur  left-handed,  where  the  de- 
fense is  playing,  and  the  base- 
running  abilities  of  men  on  base. 

Whether  your  team  is  on 
the  field  or  up  to  bat,  you  have 
several  decisions  to  make.  I  took 
the  field  first,  being  the  home 
team,  so  I  had  to  choose  my  de- 
fensive alignment.  You  can  play 
your  outfielders  shallow,  or  in 
their  normal  positions.  Your 
infieiders  you  can  place  even 
more  carefully,  moving  them  in, 
guarding  the  lines  or  setting  up 
for  the  double  play.  You  can 
hold  base  runners,  if  there  are 
any,  tight  or  loosely,  depending 
on  the  situation.  You  can  even 
visit  the  mound  and  talk  to  your 
pitcher,  check  to  see  if  he's  tired, 
and  perhaps  bring  in  a  reliever. 
Make  sure  that  your  reliever  is 
warmed  up,  though,  or  he  could 
easily  be  hit  off  of. 

When  your  team  is  up  to 
bat,  you  have  fewer  choices  to 
make.  You  can  hit  away,  hit  and 


COMPUTER  MAIL  ORDER 


ft  commodore 

UIO20     ^ 


^  COMMODORE  64. 


Si9 


'  Color  Printer/Plotter 

80  Column  Printer  .. 
'  Datasette , . . 

Single  Disk  Drive.... 
'  VIC  Modem 

VIC  Term  40 

AD/AA  Modem 

14    Color  Monitor. . . 

Joysticks  (eacti) 

Paddles  

VIC  8K 

VIC  16K 

RS-232  Interface  .... 

Super  Expander 


.5169.00 
.S2 19.00 
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.$249.00 
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-.369.00 
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PRIMTERS 

Epson {MX  100.  RX80.  FX80.  FX100) CALL 

Okidnta  (82,  83,  84,  92,  93) CALL 

Star  Gemini  10X S 299.00 

Star  Gemini  Delta  10 S559.00 

Smith  Corona  TP-2  S469.00 

C.ltoh  Prowriter  851  OP S379.00 

C.ltoh  Gorilla S209.00 

CARIDCa. 

Light  Pen S32.00 

Cassette  Interface 529.00 

Parallel  Printer  Interface S69.00 

3  Slot  VIC  Expansion  Interface S32.00 

6  Slot  VIC  Expansion  Interface  S79.00 


QDmmDctors 

COM  04  RolDrcnCvOutdB  ...SI  8. 00 
C  e4  DISKS 

EasyCile. SB5.0O 

FaorFinancD  I.  ir  III.  IV SI 9. 00 

EnsyMfiil S19.00 

EasyScrhpl £39.00 

Word.' Name  Machane ...SI  9. DO 

EasySpell SI9.00 

Accounls  Rucervalale  S39.00 

Accounts  Payable S39.00 

Goiipral  LodgBr S39  00 

AvHOnvblor SI  9. 00 

Logo , S39.00 

Pilot , S39.0U 

Pot  ErnulBtor $19,00 

Scroon  Edptar  SI 9.00 

fiAusic  MachmD S1  S.OO 

Music  Composer S 15-00 

UIC  30  CARTRIDGES  &  DISKS 
CorlekAIhGlVlicroChlpsiO).    .S19.00 

Suppr  Slot  (Rl SI  4.00 

Supe>  Alien  |R| SI 4,00 

Jumlcf  Lander  inj, .,...- S14.00 

Rodai  Rat  Riice  (R) S14.0Q 

Count  Advenluie  (R|  SH.OO 

Pinbflll  SpeclJiCkJtar  |n)    S19.0O 

VIG  Relortinco  Cuide  .     .      .    SIS  00 

ARTVUOnX 

C-64;VIC  JO  CASSETTES 

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BnCHHERBUND 

VIC  20  CASSETTES 

Martboii  Raid St 6.00 

Sli^irk  Tiop .  .ElU.OO 

MiiHIscinndSynThcsiier StG.OO 

COMMEnCIAL  DATA 

VIC  so  CASSETTES 

Motor  Mouse $23.00 

Conilood , S23-00 

Ffogee S23.00 

C,64  CASSETTES 

Jiuad  Toad S24.00 

We  c 


BOFT\A/ARE 


CREATIVE  SOFTWARE 

C-04  CASSETTES 

Home  Inwenlory 511  -OO 

Household  Finance.. S23.00 

C-e4  CARTHIDGES 

Tfoshman..... ..S29.00 

€64  DISKS 

Home  Inventory STf.oo 

Household  Firi3nce S29.00 

VIC  20  CASSETTES 

Homo  Inventory , . ..  .S1  2.00 

Household  F^MflncQ SI  4.00 

VIC  20  CARTRIDGES 

Astro  Ullti , S21  ,00 

Block  Hole S32.00 

Trnslfinjin , ...  .321 .00 

Choplitter S21.00 

□VNATeCH 
C-64  DISK 

Codewiller S75.00 

EPYX 
VIC  20  CASSETTES 

RiCPChel S33.00 

Sword  o1  FargonI .S24.00 

RtftCLitr  .11  Ritjrl  S24.CO 

QUICK  BROtA/N  FOX 
CB4.VIC  20  CARTRIDGE 

i^ord  Procv:^sor     S49.O0 

K-BYTE 
VIC  20  CARTRIDGES 

K  Raz^  Antics S29.00 

KSIar  Patrol S29.00 

UMI 
VIC  20  CARTRIDGES 

Amok     S30.00 

Meteor  Run  ,, , S40.00 

Alwn  DlitJ  S30.00 

VIC  20  CASSETTES 

Cloud  Qursil SI  5.00 

Video  Verman  ,  S19-00 

OUST  COVERS 

C64Coiror S9  99 

VIC  20  Cover     .    S9  99 


HES 

VIC  90  CASSETTES 

Toio ....ST.  99 

Skier S14  9S 

Tank  Wsri , 514  95 

Pak  Bomtier SI  2  95 

Male  o(  Mikoi... SI 4  95 

Lasar  Blitz SI  4.95 

Tank  Trap SI  4.95 

VIC  20  CARTRIDGES 

VIC  FoiOl S32.00 

HES  Won  S29  00 

HES  Writer SJS.OO 

Aggressor .S2g.00 

Synthesound  521 .00 

Shatnus.. ... , 529.00 

Proteclor  , S29-00 

Turtle  Graphics S29.00 

C  64  CARTMIOOES 

HES  Mon S29.00 

HES  Wfriler 535  00 

NUFEKOP 

VIC  20  CASSETTES 

Alien  Panic     $10  00 

Race  Fun-Drag  Race  ....,.,,. S 1  ti  00 

The  Calup  S10  00 

EAIerminalor  $19.0O 

C'ft4  CASSETTE 

3,0  Mao S16.0O 

POMOX 

T/po  (20/64)    S29.0O 

RAINBOW 
C'G4  DISKS 

Personal  Finance  S43.00 

Writers  Assistant    S99.00 

Spreadstieul  Assistanl S95.00 

QUAlMTUrVI 

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VIC  20  CASSETTES 
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VIC  20  DISKS 

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REVIEWS 


run,  bunt,  steal,  or  signal  your 
runners  to  edge  oft'  the  bng  a  bit 
nicire.  If  you  vvant,  you  can  send 
in  a  pinch  runner  or  iiiltcr. 

Each  pitcher-batter  confron- 
tation is  displayed  on  the  screen 
by  a  single  pitch.  There  are  no 
balls  and  strikes  called,  although 
batters  can  be  struck  out.  A  mes- 
sage appears  at  the  bottom  of 
the  screen  after  each  pitch,  telling 
you  what's  happened.  Pop  flies, 
grounders,  and  base  hits  are 
shown  to  you  this  way.  Runners 
advance,  are  thrtiwii  out,  or  score. 
Although  only  nine  innings  are 
displayed  on  the  screen,  extra 
innings  are  possible. 

Managing  It  All 

Conipiifcr  Btisdnil!  is  not  for  the 
impatient.  It's  not  a  fast-moving, 
arcade-style  game,  but  it's  not 
meant  to  be.  Instead,  the  game 
is  for  those  who  love  baseball, 
who  have  always  wanted  to  step 
into  a  manager's  cleats.  As  a 
simulation,  it  gives  you  the 
feeling  of  managing  a  team.  Just 
as  in  reality,  once  the  basic  deci- 
sions are  made,  the  players  run, 
hit,  and  throw  in  their  own  ways. 
A  major  league  manager  cannot 
hit  for  a  player,  and  neither  can 
you  in  this  game.  The  statistics 
of  each  player  determine  that. 

Some  games  are  pitchers' 
battles,  with  low  scores.  Other 
games  display  hitters'  powers, 
and  the  scores  run  up  quickly. 
No  two  games  are  the  same. 
Again,  that  reflects  the  simula- 
tion's excellence.  As  the  innings 
pass,  your  decisions  on  pitching 
and  running  change,  just  as  in  a 
real  game.  Strategy  is  vital.  Out- 
guessing the  opposing  manager 
is  just  as  important. 

If  you  enjcjy  baseball,  you'll 

126     COMFUTEfs  Gatatle    January  1984 


enjov  this  game.  The  computer 
takes  all  the  routine  drudgery 
out  of  keeping  track  of  statistics 
and  lets  you  concentrate  un 
decision-making.  You'll  think 
you've  paced  and  worried  in  the 
dugout  just  like  a  major  league 
manager. 

Ringside  Seat 

In  many  ways  like  Comptih'r 
Baseball,  Riu;^sidL'  Seat  is  a  game 
of  strategy  and  statistics.  But 
instead  of  managing  a  major 
league  baseball  team,  you  play 
the  part  of  a  boxer's  manager. 
You're  not  the  fighter,  but  his 
manager,  telling  him  how  to 
fight  when  he's  in  the  corner 
between  rounds.  Once  the  bell 
rings,  he  boxes  in  his  own  way, 
simply  following  your  strategic 
suggestions. 

When  the  game  is  loaded 
from  disk,  you  have  the  option 
of  managing  either,  both,  or 
neither  of  the  fighters.  If  you 
want,  you  can  also  act  as  the 
third  judge  in  the  fight,  or  lot  the 
computer  handle  it.  Then  you 
select  the  two  boxers. 

The  game  includes  a  variety 
of  boxers  available  to  you.  Di- 
vided into  weight  classifications, 
from  bantamweight  to  heavy- 
weight, you  simply  enter  the 
fighters'  names  and  weight  divi- 
sions. To  see  a  complete  list  of 
the  fighters  on  the  game  disk, 
you  should  press  E  the  first  time 
the  computer  asks  you  to  enter  a 
choice.  After  a  short  delay,  you 
should  press  L  to  see  the  fighter 
lists,  and  then  the  weight  classi- 
fication. The  screen  will  then 
show  the  fighter's  identification 
number,  his  name,  rating,  style 
(slugger  or  boxer),  and  his 
weight  division.  The  lists  contain 


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The  Yankees  ami  Di«l;ft'rfi  face  off  in  a 
demo  game  t)f  Computer  Baseball. 


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The  famous  Dempseif-Tiifuieij  heavi/- 
li'eighl  title  fight  is  reeiiacted  with 
Ringside  Sc'cit, 


COMPUTE  rs 
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REVIEWS 


current  fighters,  as  well  as  fa- 
mous boxers  from  the  past.  If 
you  wanted  to  see  how  Tunney 
would  have  matched  up  against 
Foster,  for  example,  you  can 
create  this  What  If  scenario. 

Once  you've  chosen  the 
fighters  and  started  the  garne, 
you'll  see  a  display  on  the  screen. 
The  boxing  ring  is  shown,  as 
well  as  representations  of  the 
fighters,  each  still  in  his  corner. 
Other  information,  such  as  the 
fighters'  names,  the  strategy 
picked  by  each  manager,  condi- 
tion of  the  fighter,  from  cuts  to 
stamina  remaining,  and  even 
the  cumulative  judges'  score  will 
be  displayed.  At  the  top  of  the 
screen  you'll  see  descriptions  of 
the  fighters'  movements  during 
a  round.  Near  the  bottom  of  the 
screen  you'll  see  messages  dis- 
played for  the  color  commentary 
and  blow-by-blow  descriptions 
of  the  fight. 

As  in  a  real  fight,  you  decide 
how  you  want  your  fighter  to 
box  that  round.  The  options 
range  from  fighting  flatfooted, 
which  lets  him  rest  in  a  round, 
saving  his  strength,  to  going  for 
the  knockout.  Your  fighter's 
abilities  in  each  of  the  strategies 
are  listed  at  the  bottom  of  the 
screen  before  the  round  starts. 
Some  fighters  are  better  at 
charging  in,  while  others  are 
more  effective  in  the  stick  and 
move.  Choosing  your  fighter's 
style  for  that  round  is  the  most 
important  part  of  managing. 
You  have  to  use  your  fighter 
wisely,  not  overworking  him, 
for  each  strategy  reduces  the 
boxer's  stamina  level.  A  more 
aggressive  style,  such  as  charg- 
ing in,  or  sticking  and  moving, 
uses  up  more  stamina  than  a 


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COMPUTEI's  Cazells    Jonuaryl984     127 


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defensive  posture,  like  staying 
away  or  protecting  a  cut. 

Once  the  round  begins,  ttve 
fighter  is  on  his  own.  You'll  see 
a  blow-by-blow  description  of 
the  fight  at  the  bottom  of  the 
screen,  as  well  as  see  the  ani- 
mated figures  move  in  the  ring. 
The  only  thing  you  can  do  once 
the  bell  rings  is  to  tell  your  fighter 
to  cover  up.  This  is  helpful  if  he 
is  getting  badly  beaten,  or  if  he 
has  a  cut  opened.  Fighters  jab, 
hook,  and  punch  as  their  statis- 
tics allow.  Sometimes  they'll 
tie  each  other  up,  or  back  an 
opponent  against  the  ropes.  All 
you  can  do  is  chew  at  your 
fingernails,  in  the  true  manager 
tradition. 

After  each  round,  the 
judges'  scores  are  displayed  at 
the  top  of  the  screen,  showing 
how  each  judge  awarded  points. 
Each  fighter's  stamina  is  changed 
to  reflect  how  tired  he  is,  and 
you  can  choose  a  different  strat- 
egy for  the  next  round.  The  fight 
continues  as  many  rounds  as 
you  selected  earlier,  from  a  three- 
round  preliminary  bout,  to  a 
fifteen-round  title  fight.  When 
the  fight  ends,  the  judges  will 
tabulate  their  scores  and  an- 
nounce a  winner,  unless  a  knock- 
out or  technical  knockout  has 
been  called  earlier  in  the  fight. 
Whatever  the  decision,  you  can 
see  the  judges'  scorecards  after 
the  fight,  seeing  how  each 
awarded  points  and  how  many 
knockdowns  each  fighter  had. 

As  with  Computer  Baseball, 
you  have  the  option  in  Riugiiide 
Seat  to  enter  new  data  for  other 
fighters,  or  even  to  create  a  fic- 
tional boxer,  giving  him  abilities 
of  your  own  choice. 


128     COMPUTEI's  Gazette    Jofiuory  1 984 


REVIEWS 


Fighting  It  Out 

This  game  is  much  faster  moving 
than  Computer  Baseball.  In  a  way, 
that's  a  disadvantage,  for  it 
moves  quicker  because  there  are 
fewer  decisions  for  you  to  make. 
I  didn't  feel  as  involved  in  this 
game  as  in  the  baseball  simula- 
tion for  that  reason. 

The  game  still  gives  you  the 
flavor  of  managing  a  fighter, 
and  of  a  bout  itself.  Pacing  is 
important  in  the  game,  for  if  you 
expend  too  much  energy  early 
in  the  fight  by  constantly 
choosing  to  go  for  the  knockout, 
or  to  charge  in,  your  fighter  will 
be  weak  before  the  fight  ends. 
As  the  fighter's  stamina  falls,  so 
does  his  effectiveness  in  many 
of  the  strategies.  When  his  effec- 
tiveness falls  below  2,  his 
punches  come  with  less  fre- 
quency, and  land  less  often. 

As  in  Computer  Baseball,  the 
animation  in  Ringside  Seat  is  not 
up  to  arcade  standards.  The 
sound  is  weak  as  well.  But  these 
detract  little  from  the  game's 
attractions.  No  arcade-style  box- 
ing game  gives  you  the  strategic 
choices  and  actual  fighters  that 
Ringside  Scat  does.  Learning  how 
to  direct  a  fighter  takes  time  and 
practice.  This  game  lets  you  ex- 
perience the  thrills  and  agonies 
of  professional  boxing,  without 
ever  stepping  into  a  gymnasium. 
Maybe  your  fighter  can  be  a 
contender. 

Computer  Baseball 
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COMPUTEI'i  Gazollti     January  1984     i39 


C.  REGENA 


THE  BEGINNER'S  CORNER 


Built-in  Functions 


In  my  previous  columns  I've  tried  to  show  some 
fun  things  ynu  could  do  with  your  computer. 
This  month  I'm  going  to  discuss  some  built-in 
functions  so  you  can  see  that  your  computer  can 
perform  technical  tasks,  and  not  just  games,  music, 
and  graphics.  Your  microcomputer  can  do  many 
things  that  the  "mainframe"  computers  can. 

The  computer  can  be  a  very  powerful  tool  in 
mathematical  calculations.  A  computer  can  go 
beyond  a  calculator  by  putting  procedures  into  a 
program  for  repetitious  work  or  for  logic-dependent 
answers.  The  slide  rule  generation  was  limited  to 
three  significant  figures,  and  problems  may  have 
taken  hours  of  work  and  pads  of  paper  to  solve. 
The  calculators  streamlined  problem-solving  and 
took  the  drudgery  out  of  mathematics.  Now  the 
microcomputers  can  solve  problems  with  even 
less  time  and  effort — and  to  many  decimal  places 
of  accuracy.  The  VIC-20  and  Commodore  64  dis- 
play numbers  with  nine  significant  figures  (ten 
are  stored  internally). 

The  Tf  key  is  handy  in  any  calculations  in- 
volving pi  (the  ratio  of  the  circumference  to  the 
diameter  of  a  circle),   tt  has  a  built-in  value  on  the 
VIC  and  64  and  is  available  directly  from  the 
keyboard.  Use  SHIFT  and  the  up-arrow  key  to  get 
the  TT  symbol.  Try  the  command  PRINT  ir  and 
you  will  gel  the  decimal  equivalent  of  pi.  To  use 
TT  in  any  calculations,  just  use  the  symbol.  For 
example,  try  PRINT  3*  tt  and  press  RETURN. 
This  short  program,  "Circles,"  illustrates  the  use 
of  this  key: 


Circles 

100  PRINT 
110  PRINT 


"{CLRl  **  CIRCLES  **"   :rem  162 
"[down! ENTER  THE  RADIUS. [ DOWN} " 

:reir  213 
120  INPUT  "R  =  ";R  : rem  131 

130  PRINT  "{DOWN}  AREA  =  "  ;_[*R*R   :  rem  254 
140  PRINT  "{DOWN}  CIRCUMFERENCE  =  ",-j;*2*R 

:rem  129 
150  PRINT  "(3  DOWN) ANOTHER  CIRCLE?  (Y/N) 
{SPACE}";  :rem  254 

130     COMPUTEI'sCateHe    Jonuafyl9a4 


160    GET    A$ 

170    IF    A$="Y"    THEN    100 

180    IF    A$<>"N"    THEN    160 

190    PRINT    A$ 

200    END 


srem   220 

:rem    38 

trem   95 

;rem   140 

;rem   105 


The  square  root  function  is  available  on  our 
computers.  SQR(X)  will  return  the  square  root  of 
a  number  with  the  variable  name  of  X.  Try  PRINT 
SQR(16)  to  get  the  square  root  of  16,  or  4.  Some 
valid  statements  are: 

10   X=SQR(T)  :rem   145 

30   A=SQR{B)+3+Y  J  rem    76 

70    Z=SQR(C*3+F)  :rein    86 

40    ON    SQR(R)    GOTO   80,100,150  : rem    186 

"Radius"  is  a  sample  program  that  illustrates 
the  use  of  the  square  root  function  to  calculate  the 
radius  of  a  circle  if  the  area  is  given  (A=  tt  r"). 


Radius 

100  PRINT 
PRINT 


110 

120 
130 
140 

150 
160 
170 
180 

190 
200 
210 
220 
230 


[CLR)radIUS"  trem  189 

{DOWN} ENTER  AREA  OF  CIRCLE." 

:rem  128 
INPUT  "A  =  ";A 

IF  A>0  THEN  160  s 

PRINT  "{DOWN} SORRY,  MUST  BE  > 


J  rem  97 
rem  152 
0." 

rem  174 
:rem  97 
rem  220 
:rem  12 


GOTO  110 

R=SQR(A/^) 

PRINT  "{down}radius  =  "rR 

PRINT  "{3  DOWNlANOTHER  CIRCLE?  (Y/N) 

{SPACE}";  5rern  1 

GET  A$  :rem  223 

IF  A$="Y"  THEN  100  :rem  32 

IF  A5<>"N"  THEN  190  : rem  92 

PRINT  A$  si^em  134 

END  :reffl  108 

ABS(X)  is  a  function  that  returns  the  absolute 
value  of  a  number  X.  The  absolute  value  of  a 
number  is  the  numeric  value  without  regard  for 
the  sign.  The  absolute  value  of  a  negative  number 
is  the  number  without  the  minus  sign.  Some  valid 
statements  are: 

10  A=ABS(Y)  :rem  95 

20  IF  ABS(SC}=100  THEN  350         irem  67 
30  T=T+ABStTl-T2)  Jrem  210 


lUST  AS  THE  DRUIDS  COMPrLED 
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continue  their  special  ways.  LISTEN  .  .  . 

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INT(X)  returns  the  integer  value  of  a  number 

X,  or  the  whole  number  part  of  a  number  which 
contains  a  decimal.  The  integer  function  truncates 
the  decimal  portion  of  a  number,  but  il  docs  not 
rctund  the  number.  The  result  is  always  tlie  larj;cst 
wliole  number  smaller  than  the  given  number,  or 
the  whole  number  to  the  left  of  a  given  number 
on  the  number  line.  Thus,  INT(4.56)  will  be  4,  but 
for  negative  numbers,  INT{-  4.56)  will  be  —5. 
Some  valid  statements  are: 

10    I=INT(X/Y)  irem    3 

30   J=J+INT(A)  :rem   220 

50   ON    INT(S)    GOSUB    200,250,270  : rem  43 

SGN(X)  returns  the  sign  of  a  number  X.  The 
value  will  be  1  for  positive  numbers,  0  for  zero, 
and  -  1  for  negative  numbers.  This  function  is 
useful  in  games  where  the  position  of  an  object 
may  be  positive,  negative,  or  zero  in  relationship 
to  another  object.  The  score  could  also  be  tested 
with  the  SGN  function.  Valid  statements  are: 

10   S=SGN(X-Y)  :rem  8 

20    ON    SGN(SC-T)    GOTO    150,370,370    : rem    170 
40    IF    SGN{R)=-1    THEN    430  : rem    22  3 

The  following  program  illustrates  the  absolute 
value  function,  integer  function,  and  sign  function 
for  several  numbers. 

100  PRINT  "[CLR)NUMBER{3  SPACES }ABS 

{2  SPACES3lNT{2  SPACES}SGN"   : rem  103 
110  FOR  1=1  TO  7  :rem  10 

120  READ  N  :rem  253 

130  PRINT  N;TAB(8);ABSCN) ;TABtl4) ;INT(N) ; 
TAB{19) ;SGN(N)  : rem  214 

140  NEXT  I  srem  29 

150  DATA  3.4,0,0.6,-2.1,-5,7.2,-5.3 

: rem  139 
160  END  :rem  110 

The  VlC-20  and  Commodore  64  have  several 
built-in  trigonometric  functions.  Specify  a 
number,  numeric  variable,  or  numeric  expression 
within  the  parentheses  (called  the  "argument"  of 
the  function). 

SIN(X)  returns  the  sine  of  an  angle  specified 

as  X  radians. 

COS(X)  returns  the  cosine  of  an  angle 

specified  as  X  radians. 

TAN(X)  returns  the  tangent  of  an  angle 

specified  as  X  radians. 

ATN(X)  returns  the  arctangent  of  a  number 

X.  Arctangent  is  the  angle  with  the  tangent 

of  X.  The  angle  will  be  expressed  in  radians. 

When  you  are  working  with  angles,  re- 
member that  the  computer  uses  angles  expressed 
in  radians.  Since  180  degrees  equals  pi  radians, 
you  can  convert  D  number  of  degrees  to  R  radians 
with  R  =  D*  7r/180.  The  conversion  from  radians 
to  degrees  is  D  =  R"'180/7r  . 

If  you  need  some  of  the  other  trigonometric 
functions,  remember  these  conversions. 

132     COMPUTEI's  Cozotic    January  1984 


Cotangent  (X)  =  cosine(X)/sine(X)  or 
l/tangent(X) 
Secant(X)  =  l/cosine(X) 
Cosccant(X)=  l/sine(X) 

Some  functions  arc  not  defined  for  certain  angles 
(such  as  the  tangent  of  90  degrees),  and  you  need 
to  be  careful  of  overflow  conditions  or  division  by 
zero  for  the  reciprocal  functions. 

The  programs  following  this  column  illustrate 
the  use  of  these  trigonometric  functions.  Enter  an 
angle  expressed  in  degrees,  D.  Line  170  converts 
the  degrees  to  radians.  The  sine,  cosine,  tangent, 
cotangent,  secant,  and  cosecant  of  the  angle  are 
printed. 

Two  more  technical  functions  are  the  expo- 
nential and  logarithmic  functions.  EXP(X)  returns 
c  to  the  power  of  X,  where  X  is  a  numeric  expres- 
sion that  must  be  less  than  t)r equal  to  88,02969191. 
LOG(X)  returns  the  natural  logarithm  of  X,  and  X 
must  be  a  number  greater  than  zero.  No  longer 
do  you  need  a  book  of  math  tables,  nor  do  you 
need  to  calculate  interpolations — your  computer 
can  calculate  logarithms  and  exponentials  almost 
instantly.  Sample  valid  statements  are: 

10  PRINT  LOG(X/Y)  : rem  1 

20  A=EXP{B)  :rem  96 

50  G=L0G(H)-L0G(I)  : rem  13 

70  IF  EXP(F)>=50  THEN  200  : rem  27 

If  the  computer  does  not  have  a  built-in  func- 
tion that  you  need,  you  can  define  your  own  func- 
tion. The  definition  procedure  is  useful  if  you 
have  a  long  mathematical  formula  that  is  used 
several  places  in  the  program.  You  can  save  com- 
puter memory  and  typing  time  by  defining  the 
function  at  the  beginning  of  the  program,  then 
every  lime  you  need  the  function,  it  is  called  by 
the  function  name. 

To  define  a  function,  use  DEF  FN  with  a  vari- 
able name  (one  or  two  letters  long)  including  a 
variable  name  within  parentheses.  For  example, 

10  DEF  FNGtX)  =  3*X»X  +  4*X+ 2 

Here  a  function  G(X)  is  defined  with  a  formula. 
Later  in  the  program  you  can  u.se  a  statement 
such  as 

50  PRINT  rNG(7) 

and  G(X)  will  be  evaluated  with  X  =  7. 

The  definition  statement  needs  to  be  executed 
before  the  function  is  used  in  the  program,  so  it  is 
a  good  idea  to  put  all  definitions  at  the  beginning 
of  the  program. 

The  above  example  used  a  function  depend- 
ent upon  a  variable  X.  The  defined  formula  does 
not  have  to  contain  a  variable.  For  example,  we 
could  define  a  function  R(Y)  as  follows, 

10    DEF    FNR(Y)=INT(8*RND(1) )+l  : rem    93 

R(Y)  is  defined  as  a  random  number  from  1  to  8. 


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Now,  witliin  the  program  every  time  we  need  a 
random  number  from  1  to  8,  we  can  use  R(Y): 

50    C=R(Y)  :reni    225 

80   A=R(Y)+R(Y)  :rem   9 

90    IF    R(Y)>4    THEN   X=2  :rem    92 

A  defined  ("unction  may  combine  other  func- 
tions, such  as 

10    DEF   FNF(X)=1-SIN(X}  : rem   225 

You  can  see  that  by  using  user-defined  func- 
tions you  can  really  customize  your  programs 
and  make  leclmical  cnlculatit)ns  less  complicated. 

1  hope  this  discussion  of  the  built-in  numeric 
functions  and  the  user-defined  functions  has 
shown  you  the  powerful  potential  of  your  "home" 
computer.  Technical  applications  which  used  to 
be  possible  only  with  large  computers  or  with 
hours  t)f  calculation  time  are  now  possible  with  a 
combination  of  built-in  functions  on  our  home 
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satility of  the  string  functions  available  on  the 
VIC  and  64. 

Angles  (VIC  Version) 

100  PRINT  "{CLR]**  ANGLES  **"      trem  B7 
110  PRINT  "{down} ENTER  ANGLE  IN  DEGREES" 

irem  239 
120  INPUT  "D  =  ";D  srem  103 

130  IF  D>=0  THEN  160  srem  216 

140  PRINT  "SORRY,  0<D<360"       srem  182 
150  GOTO  110  srem  97 

160  IF  D>360  THEN  140  srem  5 

170  R=D*_t/lR0  srem  92 

180  PRINT  "EQUIVALENT  RADIANS  =  ",R 

: rem  37 
190  PRINT  "SINE  OP  ANGLE  =",srN{R) 

:rem  140 
200  PRINT  "COSINE  OF  ANGLE  =",COS(R} 

: rem  1 7 
210  IF  D=90  THEN  T$=" INFINITY" : GOTO  240 

: rem  167 
220  IF  D=270  THEN  T$=" INFINITY" ;GOTO  240 

jrem  216 
230  TS=STR$(TAN(R) )  srem  62 

240  PRINT  "TANGENT  OF  ANGLE  =  ",T$:rem  85 


250  IF  T$  =  "  INFINITY"  THEN  C$!="0":GOTO  280 

srem  221 
260  IF  TAN(R)=0  THEN  C$=" INFINITY" : GOTO  2 

80  srem  168 

270  C$=STR$(1/TAN(R))  srem  145 

280  PRINT  "COTANGENT  OF  ANGLE  =  ",C$ 

srem  218 
290  IF  COS(R)=0  THEN  S$=" INFINITY" : GOTO  3 

10  :rem  183 

300  S?=STR?(1/C0S(R) )  srem  157 

310  PRINT  "SECANT  OF  ANGLE  =  ",3? srem  255 
320  IF  D=0  OR  D=I80  OR  0=360  THEN  CS5="IN 

FINITY" sGOTO  340 
330  CS?=STR$(1/SIN(R) )  : 

340  PRINT  "COSECANT  OF  ANGLE  = 


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350  PRINT  "[DOWN]ANOTHER  ANGLE? 


360 
370 
380 
390 
400 


GET  A$ 
IF  A$="Y" 
IF  Ag<>"N' 

PRINT  A$ 
END 


THEN  100 
THEN  360 


:rem  41 
: rem  232 
,CS$ 

:rem  215 
(Y/N)" 

s  rem  88 
:rem  222 

srem  40 

srem  99 
srem  142 
irem  107 


Angles  (64  Version) 


100 
110 

120 
130 
140 
150 
160 
170 
180 

190 

200 

210 

220 

230 
240 

250 

260 

270 
280 

290 

300 
310 

320 

330 
340 

350 

360 
370 
380 
390 
400 


PRINT  "{CLR}**  ANGLES  **" 
PRINT  "{D0WN}ENTER  ANGLE  IN 

INPUT  "D  =  ";D 

IF  D>=0  THEN  160 

PRINT  "SORRY,  0<D<360" 

GOTO  110 

IF    D>360    THEN    140 

R=D*T/ia0 


Ui     COMPUTEI's  Gazette    January  1984 


:rem  87 
DEGREES" 

srem  239 

irem  103 

;rem  216 

srem  182 

srem  97 

srem  5 

srem  92 

PRINT  " {D0WN}EQUIVALENT  RADIANS  =  "rR 

srem  69 
PRINT  "I  DOWN} SINE  OF  ANGLE  ="rSIN(R) 

srem  172 
PRINT  "(DOWN] COSINE  OF  ANGLE  =";COS(R 
)  ;rem  49 

IF  D=90  THEN  T$=" INFINITY" ; GOTO  240 

:  rem  167 
IF  D=270  THEN  T$="INPINITY" sGOTO  240 

:  rem  216 
T$=STR$(TAN(R) )  srem  62 

PRINT  "{DOWN} TANGENT  OF  ANGLE  =  ";T$ 

srem  117 
IF  T?="INFINITY"  THEN  C?="0"sGOTO  280 

srem  221 
IF  TAN(R)=0  THEN  C$=" INFINITY" : GOTO  2 
30  :rem  168 

C$=STR$(1/TAN(R))  srem  145 

PRINT  " [down! COTANGENT  OF  ANGLE  =  ";C 
5  srem  250 

IF  COS(R)=0  THEN  S$=" INFINITY" sGOTO  3 
10  ; rem  183 

S$=STR?(1/C0S(R) )  srem  157 

PRINT  "[down} SECANT  OF  ANGLE  =  "?S? 

:rem  31 
IF  D=0  OR  D=180  OR  D=360  THEN  CS$="IN 
FINITY" sGOTO  340  srem  41 

CS5=STR?(1/SIN(R) )  srem  232 

PRINT  "j DOWN J  COSECANT  OF  ANGLE  =  "rCS 
5  :rem  247 

PRINT  "{3  DOWN) ANOTHER  ANGLE?  (Y/N)" 

;rem  122 
GET  A$  srem  222 

IF  A$="Y"  THEN  100  srem  40 

IF  A$<>"N"  THEN  360  srem  99 

PRINT  A$  srem  142 

END  srem  107  ® 


'THIMKTdkMK 


9 


If  you've  been  using  otner 
software  with  your  Commodore 
64TM,  yoo  have  probably  learned 
to  compromise  a  lot!  Maybe  you 
have  even  considered  investing 
in  more  expensive  hardv^'are. 
Hold  everYthlng... arm  that 
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CHARLES  BRANNON 
PROGRAM  EDITOR 


HORIZONS:  64 


Mailbag 

Time  to  Lxiunce  back  some  of  the  ideas  and  sugges- 
tions you've  sent  me.  In  talking  about  Commodore 
64  video,  !  mentioned  tlial  llie  new  S-pin  64s  have 
improved  video  clarity,  but  said  that  there  are  no 
functions  assigned  to  the  additional  pins  (previous 
64s  had  five- pin  plugs  for  audio/video). 

].  Robinson  of  Santa  Monica,  California,  dif- 
fers. He's  rigged  up  a  cable  using  an  8-pin  DIN 
plug  (sorrv,  Radio  Shack  doesn't  carry  them)  with 
the  chroma  (color)  signal  coming  fn)m  pin  H.  Nor- 
mally, chroma  is  slightly  distorted  by  the  lumi- 
nance mixed  with  it,  but  llie  signal  from  pin  8  is 
pure,  and  the  picture  is  belter  than  ever,  as  evi- 
denced by  .some  color  slides  Mr.  Robinson  sent 
me.  If  vou  can  find  an  8-pin  DIN  plug,  try  it  out. 
By  the'way,  DIN  stands  for  Deutsche  Industre 
Norm  (German  Industrial  Standard). 

We've  received  stime  letters  about  the  Auto- 
matic Proofreader,  asking  ht>w  the  checksum  is 
computed  on  each  Hno.  We  send  program  lisHngs 
to  a  disk,  then  run  our  Lister  program,  which 
reads  the  programs  straight  from  the  disk  and 
formats  the  listings  with  cursor  controls  and 
graphics  spelled  out. 

hi  addition,  the  Lister  automatically  generates 
the  ":rem"  checksums  by  adding  togethei-  the 
ASCII  values  of  all  the  characters  in  the  line.  The 
reason  that  the  numbers  are  never  larger  than  255 
is  that  the  addition  is  done  internally  in  only  8 
bits,  so  it  will  wrap  around  from  255  to  zero  (like 
an  odometer  past  99999)  if  the  sum  is  loo  large. 
That's  why  some  numbers  for  long  lines  are 
smaller  tlian  other  numbers  for  short  lines.  It  all 
depends  where  the  number  wraps  around. 

Printer  Interfaces 

A  few  issues  back,  cohmmisl  Larry  Isaacs  talked 
about  a  parallel  printer  interface  by  CardCo  called 
Card/Print  (also  written  as  "Card/?").  V-Ve've  used 
this  interface  here  and  have  been  generally  pleased 
with  its  performance,  although  it  will  not  translate 
certain  64  control  codes  in  the  listing  mode. 
Another  interface  I've  been  using  is  the  Tymac 

136     COMPUTEI's  Gazelle    January  1964 


Connection.  Unlike  the  Card/Print,  the  Connec- 
tion is  set  up  specifically  for  your  printer  {ROM 
chips  are  available  for  several  printers).  The  Card/ 
Print  will  work  with  almost  any  Centronics  parallel 
printer,  but  the  Connecticm  uses  the  gi-aphics 
capabilities  of  your  Lpson,  Prowriter,  or  other 
dot-matrix  graphics  printer. 

The  Connection  offers  "almost  total  emula- 
tion" of  the  VIC  printers,  such  as  the  1525.  In  the 
emulation  mode,  it  will  respond  identically  to  the 
control  codes  the  VIC  printer  uses,  such  as  dot 
graphics,  ek)nga led/normal  text,  cursor-up  mode, 
cursor-down  mocfe,  and  more.  You  can  therefore 
use  all  the  special  features  of  your  printer  (high- 
quality  print,  italics,  double-strike,  etc.)  and 
still  be  able  to  run  programs  specific  to  the  VIC 
printers,  such  as  high-resolution  screen  dumps. 

In  addition,  the  Connection  uses  your 
printer's  dot  graphics  capabilities  to  actually  print 
the  built-in  graphics  characters  on  the  keyboard. 
Program  listings  with  graphics  symbols  will  ap- 
pear as  they  do  on  the  screen.  Unfortunately,  the 
graphics  characters  are  formed  rather  strangely. 
Characters  which  should  connect,  such  as  Com- 
modore Q  and  SIiIl"T -asterisk,  do  not.  The  cursor 
symbols  are  hard  to  read.  The  Connection  also 
cannot  reproduce  reverse-video  text,  since  your 
printer's  normal  character  set  is  used  for  alpha- 
numerics.  But  support  for  graphics  is  better  than 
no  grapliics  symbols  at  all. 

'  The  Connection  has  a  listing  mode,  though  it 
canntU  interpret  some  characters.  There  is  also  a 
"transparent"  mode,  where  it  just  sends  the  char- 
acters along  without  any  interpretation.  This  is 
what  you  would  do  with  some  word  processing 
programs.  Unlike  the  Card/Print,  there  is  no  way 
to  "lock"  in  any  one  mode. 

1  lard  ware- wise,  the  Connection  has  a  6502 
microprocessor  with  RAM,  ROM,  .md  a  printer 
port.  How  strange  to  buy  another  computer  for 
your  64.  It  has  enough  RAM  to  serve  as  a  2K  printer 
buffer.  With  a  buffer,  characters  coming  from  the 
computer  are  stored  until  the  printer  can  "catch 
up."  If  you  sent  something  less  than  2K  long,  it 
would  be  instantly  printed  from  I  lie  computer's 


COMFUTHs  Fist  Book  of 
— COMMODa?E^ 

64 

CCTTnOdCsW  K'tT'io  ccFTputer 


COMPUTEI's 

First  Book  Of  Commodore  64 

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The  Commodore  64  is  a  powerful  home  com- 
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graphics  and  an  advanced  musical  synthesizer 
chip.  COMPUTEI's  First  Book  of  Commodore  M 
IS  the  definitive  resource  guide  for  owners  and 
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•  COMPUTEI's  First  Book  Of  64  Sound  &  Grspfucs     S 1 2,95 
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features.  Plus  great  programs  for  music  synthesis.  hi-»es  an,  and  sprite  and 
character  design. 

•  COf^PUTEI's  First  Book  Of  Commodore  64  Games     S 1 2.95 
Packed  full  of  games:  Snake  Escape,  Oil  Tycoon,  Laser  Gunner,  Zuider  Zee. 
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COMPUTE  I  Books  are  available  at  bookstores,  newsstands,  and  computer 

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By  Mall.  Send  a  check  or  money  order  in  U,S.  funds  (no  cash  please)  to:  Order  Department,  CO/VlPUTEIBooks,  P.O.  Box  5406,  Greensboro, 
NC  27403,  Please  include  S2  shipping/handling  for  each  book  you  order,  Alt  orders  must  be  prepaid,  (C.O,D.  orders  are  not  accepted,) 
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By  Phone.  If  you  fiave  VISA,  IWasterCard,  or  American  Express,  call  our  toll-free  number  800-334-0868  (9 1 9-275-9809  in  NC) 
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point  of  viL'vv.  The  buffer  would  meanwhile  be 
feeding  characters  to  the  printer  at  the  printer's 
speed.  My  printer  has  a  2K  buffer,  so  the  combi- 
nation of  tlie  printer  and  the  Connection  gives  mc 
an  e fleet ive  4K  of  buffer  space. 

Tlw  Ctyiiiurtion  (I'l/miic) 
DisSrii'iili'd  In/  Microwniv 
1342  HRt.  2.i 
Butler,  Nj  07405 
$119 

Strange  Lock-Up  Bug 

It  may  have  happened  lo  you.  It'.s  e,\lremely  frus- 
trating, and  totally  imexpected.  Fortunately,  it's 
predictable,  hence  preventable.  Go  down  to  the 
bottom  of  the  screen  {the  very  bottom,  the  last  line, 
scroll  if  you  have  to).  Now  start  typing.  Anything. 
You  could  just  type  a  bunch  of  X's.  Keep  typing  as 
ytai  wrap  around  the  right  margin  on  the  first  line, 
then  stop  right  after  \'ou  type  past  the  right  margin 
of  the  second  4(l-column  line  (the  screen  will  scroll). 
Ntiw  press  the  IN'ST/DEL  key  (unSl  lIET^ed)  to  erase 
the  last  character  on  the  previous  line. 

Whoa!  Suddenlv,  the  command  LOAD  is 
printed,  you  gel  a  7SYNTAX  HRROR,  the  word 
RUN  appears,  and  if  vou  had  a  program  in  memory, 
it  starts.  Who  typed  SHIFT-RUN/STOP? 

This  is  not  a  trivial  error.  If  you  had  a  program 
running,  you  can't  stop  it.  If  not,  the  cursor  appears 


to  be  flashing  merrily,  and  al!  seems  well.  Try 
typing.  Worry  begins  to  creep  into  your  mind  as  no 
characters  appear.  You  reach  for  the  panacea  of 
RUN/STOP-RESTORE.  Panic  sets  in  \vheii  this  does 
nothing,  and  you  press  it  o\'er  and  over  again, 
pounding  antf  smashing  at  the  ke\'lx)ard  in  a  frantic 
attempt  to  regain  control.  Too  bad,  Yoli  have  to 
reach  for  the  power  switch  and  turn  vour  com- 
puter off.  RAM  is  wiped  clean.  Your  program,  if 
any,  is  gone. 

I  don't  know  what  causes  this  error.  One  iheoiy 
is  that  when  (he  64  tries  to  scroll  color  memory,  it 
reaches  one  line  loo  many  past  $D1VE7  {vnd  of  color 
memt)ry)  and  mangles  the  registers  of  the  CIA  chip, 
which  controls  al!  interrupts.  There  is  no  way 
around  it,  other  than  the  emergency  reset  1  covered 
last  month.  Just  keep  it  in  mind. 

Mope  you  enjoy  the  word  processor  in  this 
issue.  Since  it  is  a  complex  softv%'are  product,  we'll 
use  this  col  Limn  in  the  future  as  a  forum  for  an- 
swering vour  questions  about  it,  as  well  as  tips  for 
using  it. 

I'll  leave  you  with  something  to  pla\'  with:  ex- 
tended background  color  mode.  Enter  il  with  POKE 
5326.S,PEEK(53265)OR64  and  trv  Ivping  the  letter 
"A",  SI  IIFI'-A,  then  CrRL-9  (reverse  on),  .md  in- 
verse video  "A"  and  Sf  IIITED-A  again.  See  what 
conclusions  you  come  up  with,  and  try  changing 
memory  locations  53282  and  53283.  m 


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lie  th»  »«iE,  flretHi  b?^,  hi^ihiifi.,  |-i?lp  t*l«  -  r^  fcr  a  rBOJ«r 
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VlCrecitions 

DAN  CARMICHAEL,  ASSISTANT  EDITOR 


Using  The  Dynamic  Keyboard 


The  di/imniic  kcyboimi  is  a  useful  programming 
technique  that  can  be  used  witli  LxHh  the  VIC-20 
and  the  64.  This  technique  enables  you  to  POKE 
values  into  the  keyboard  buffer  and  "fool"  the  com- 
puter into  thinking  you  typed  the  command  from 
the  keyboard.  It  can  be  used  to  do  everything 
from  simply  running  a  program  to  chain-loading 
programs  from  tape  or  disk. 

The  Keyboard  Buffer 

The  keyboard  buffer  is  a  block  of  memory  ten 
bytes  (characters)  long  that  runs  from  memory 
addresses  631  to  640.  The  buffer  is  a  temporary 
holding  area  that  is  used  It)  store  data  input  from 
the  keyboard.  If  you  could  type  faster  than  the 
VIC  could  read  the  keyboard  {it  does  this  60  times 
a  second),  you  could  fill  up  the  keyboard  buffer. 
Obviously  you  can't  type  this  fast,  but  there  are 
other  times  the  computer's  operating  system  does 
use  tlie  keyboard  buffer  to  temporarily  store  data. 
If  a  BASIC  program  is  running  and  is  at  a  stage 
where  it  is  not  ready  to  accept  data  input  from  the 
keyboard  (a  FOR/NEXT  time-delay  loop,  for  ex- 
ample), the  keys  that  are  pressed  will  be  tempo- 
rarily stored  in  the  buffer  until  the  program  is  ready 
to  process  the  data.  To  see  how  this  happens,  enter 
the  following  line  in  the  direct  mode,  press  RE- 
TURN, and  while  the  FOR/NEXT  loop  is  running 
type  the  following  ten  keys:  12  3  456789  0. 

FOR  A  =  1  TO  1 0000:  NEXT 

As  you  can  see,  while  the  time-delay  loop  is 
running,  the  keys  you  pressed  are  not  displayed 
on  the  screen.  As  soon  as  the  loop  is  finished,  the 
computer  reads  what  is  stored  in  the  keyboard 
buffer  and  processes  the  data  accordingly  and 
prints  it  on  the  screen.  Now  enter  the  above  FOR/ 
NEXT  statement  again,  and  while  it  is  running 
type  the  following  12  keys:  12  3  4  5  6  7  8  9  012. 
When  the  loop  is  finished,  you  will  see  the  same 

1 40     COMPUTEI's  Caiehe    Jonuary  1 984 


ten  keys  displayed  on  the  screen  as  before.  But 
what  happened  to  the  tWo  extra  keys  that  were 
pressed,  the  1  and  2?  Those  keys  were  lost  because 
the  keyboard  buffer,  which  runs  from  631  to  640, 
can  hold  a  maximum  of  ten  characters.  Any  keys 
that  are  pressed  after  the  buffer  is  filled  are  lost. 

The  Other  Keyboard  Buffer  Byte 

You  may  wonder  how  the  operating  system  knows 
that  there  is  data  in  the  keyboard  buffer  waiting 
to  be  processed.  Memory  address  19H  tells  the 
computer  how  many  characters  are  in  the 
keyboard  buffer  ready  to  be  processed.  Each  time 
you  pressed  a  key  while  the  computer  was  ex- 
ecuting the  above  time-delay  loop,  memory  loca- 
tion 198  was  incremented  by  1 ,  After  the  loop 
finished  running,  the  operating  system  took  a 
look  at  location  198  (which  had  a  value  of  ten) 
and  knew  that  there  were  ten  characters  in  the 
buffer  waiting  to  be  processed.  Enter  the  following 
commands  in  the  immediate  mode,  then  while 
the  FOR/NEXT  loop  is  running,  type  12  3  4  5  6  7  8 
9  0. 

FOR  A  =  1T010000:NEXTA:POKE  198,0 

After  the  loop  is  finished,  you'll  notice  that 
our  ten  characters  were  not  printed  on  the  screen. 
The  reason  is  that  after  we  came  out  of  the  loop 
we  POKEd  198  with  a  0.  Even  though  our  ten 
characters  were  in  the  cassette  buffer,  the  operating 
system  didn't  print  them  as  it  did  before.  When 
we  POKEd  a  value  of  zero  into  198,  we  told  the 
computer  no  characters  were  waiting  in  the  buffer. 

Using  The  Dynamic  Keyboard 

The  keyboard  buffer  can  be  a  very  useful  tool  when 
properly  used.  For  example,  did  you  know  that 
when  you  "chain-load"  programs  (the  first  pro- 
gram automatically  loading  and  running  the  sec- 
ond, the  second  loading  the  third,  and  so  on)  the 


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COMPUTE!'  Publicotionsjnca^ 

A Sijtyucfjjrv Of  Am*?rtconi Etondca'Mv.i  Ci.jrTijtxJf ■  '.-j  .:•■■  ^^^^ 


first  program  has  to  be  longer  than  the  second? 
That's  because  of  the  variables.  The  start  of  BASIC 
variables  always  stays  just  past  the  end  of  yuur 
BASIC  program.  When  you  chain-ioad  programs, 
any  variables  that  are  used  in  the  first  program 
are  stored  a  few  bytes  past  the  end  oi  liASlC.  If 
the  second  program  in  the  chain  is  longer,  it  will 
write  over  these  variables,  and  all  tiieir  values 
will  be  lost.  To  illustrate  this,  enter  the  following 
two  short  programs  and  save  them  to  tape  with  the 
filenames  specified  below.  Be  sure  to  save  the  sec- 
ond program  with  the  filename  "TEST. LOAD. 2" 
right  after  the  first  program  (use  the  filename 
TEST.LOAD.I), 

TEST.LOAD.l 

10  A=10:B=20:C=30  :rem  120 

20  PRINT" {CLRl [DOWN}  THIS  IS  PROGRAM  1" 

:rem  244 
30  FORT=1TO500:NEXT  : rem  189 

40  L0AD"TEST.L0AD.2"  :rem  182 

TEST.L0A0.2 

10    PRINT"    THIS    IS    A   DUMMY   LINE"       ;rem    251 
15    PRINT"    THIS    IS    A    DUMMY    LINE"  ; rem    0 

20    PRINT"    THIS    IS    A    DUMMY   LINE"       ! rem    252 
25    PRINT"    THIS    IS    A    DUMMY    LINE"  : rem    1 

30    PRINT"    THIS    IS    A   DUMMY   LINE"       :rem    253 
35    PRINT"    THIS    IS    A    DUMMY   LINE"  : rem    2 

40    PRINT"    THIS    IS   A   DUMMY  LINE"       srem    254 
50    PRINT" {CLR) (down!    THIS    IS    PROGRAM    2" 

jrem    248 
60    PRINT"A=";A;"B="fB;"C=";C  : rem    41 

As  you  can  see,  the  first  program  sets  three 
variables  (A7B,  and  C),  PRINl's  a  quick  message 
to  the  screen,  then  LOADs  in  the  second  program, 
which  prints  a  few  messages  to  the  screen  (we 
made  it  longer  here  for  our  demonstration).  It 
then  prints  the  variables  A,  B,  and  C  that  were  set 
during  the  first  program.  Note  that  the  printed 
variable  values  are  zeros,  even  though  we  initiallv 
set  them  at  it),  20,  and  30,  respectively. 

What's  the  answer?  The  dynamic  keyboard, 
of  course.  Change  the  last  line  (line  40}  in  the  first 
program  to  read: 

40  POKE  631,131  :  POKE  198,1 

Then  reSAVE  it  using  the  same  filename, 
and  RUN  it  again.  For  our  demonstration,  this 
modification  will  work  only  with  cassette.  Save 
this  modified  version  to  tape,  and  be  sure  to  save 
another  copv  of  the  second  program  right  after  it. 

If  you  changed  line  40  and  saved  both  pro- 
grams correctly,  you'll  notice  that  the  first  pro- 
gram successfullv  called  in  and  ran  the  second, 
even  though  we  removed  the  LOAD  command  in 
line  40. 

This  is  accomplished  by  the  two  POKRs  we 
used  in  line  40.  POKE  631,131  places  the  token  for 
SHIFT-RUN  into  the  keyboard  buffer.  When  you 
press  SMIFTand  RUN  on  the  kcybtiard  to  LOAD 
and  RUN  a  tape  program,  this  character  (131)  is 

142    COMPUTEI's  GazellB    Jcnuafvl984 


placed  in  the  buffer.  Jot  this  down;  you  probably 
won't  find  it  in  vour  VlC-10  Pw>^n}niim'r's  Reference 
Guide.  We  POKIEd  the  5H1I- T-RUN  into  location 
631,  the  first  byte  of  the  keyboard  buffer,  because 
the  buffer  is  of  the  FIFO  (first  in— first  out)  type. 
That  is,  when  you  press  a  key  on  the  keyboard, 
the  operating  system  places  it  in  the  first  byte  of 
the  buffer;  when  ready  to  be  processed,  this  will 
be  the  first  character  pulled  out. 

The  other  POKE  we  made  in  line  40  was  POKE 
198,1 .  This  tells  the  operating  system  that  there  is 
one  character  in  the  buffer  waiting  to  be  processed. 
As  soon  as  the  1  was  POKEd  into  198,  the  oper- 
ating system  was  fooled  into  thinking  you  had 
typed  SHIFTT<UN  from  the  keyboard,' and  the 
computer  LOADed  and  ran  the  next  program. 

The  obvious  drawback  here  is  that  it  will  only 
LOAD  and  RUM  the  next  program  on  ta}k-.  This  is 
because  the  POKEs  we  used  did  not  specify  a 
filename.  So  when  using  this  method  oi  chain- 
loading,  be  sure  the  progriims  are  saved  one  after 
the  other. 

You'll  notice  that  we  still  have  a  problem 
passing  variables  because  of  the  longer  length  of 
the  second  program.  There  is  another  technique 
which  can  easily  solve  that. 

Using  The  Buffer  And  The 
Screen 

Delete  line  40  from  the  first  program  and  add  the 
following  lines: 

32  PRINT" {CLR] {2  DOWN} LOAD"         : rem  11 
40  PRINT"  {6  DOWN}  5  A="  .-A;  "  ;B="  ;  B;  "  :C="  ;Cr 

:rem  113 

45    PRINT"RUN"  :rem    47 

50    POKE631,19:FORA=632T0636:POKEA, 13: NEXT 

:POKE198,6  : rem   96 

As  before,  SAVE  it  to  tape  and  reSAVE  the 
second  program  right  after  it.  Now  RUN  the  first 
program  and  see  what  happens.  Be  sure  to  leave 
the  cassette  PLAY  button  pressed  down  after  the 
first  program  is  loaded. 

This  time  we've  successfully  passed  our  vari- 
able values  from  the  first  program  to  the  second. 
Here's  how  we  did  it. 

Line  32  clears  (he  screen  (which  alst)  moves 
the  cursor  to  the  I  lOMH  position).  It  then  moves 
the  cursor  down  two  lines,  and  prints  the  word 
LOAD.  Line  40  shows  how  we  pass  our  variables 
from  one  program  to  another.  It  prints  a  line  on 
the  screen  that  looks  like  (and  is)  a  BASIC  state- 
ment: the  number  5  (the  BASIC  line  number)  and 
the  variables  A  =  ,  13  = ,  and  C  =  .  It  then  prints  the 
current  value  of  those  variables,  in  this  case  10, 
20,  and  .30,  respectively.  Line  45  prints  the  word 
RUN  and  starts  our  second  program. 

Line  50  is  the  key  to  it  all.  The  first  POKE 
(POKE  631,19)  places  the  value  19  into  the  first 
byte  of  the  keyboard  buffer.  In  this  case,  the  ASCII 


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144     COMPUTEI's  Gazette    Jonuaryl984 


value  of  19  is  the  control  character  which  stands 
for  home;  cursor.  The  cursor,  then,  is  simply 
move(i  to  the  home  position  (the  upper-left  corner) 
without  clearing  the  screen.  The  next  five  POKCs 
we  malse  to  the  keyboar(.i  buffer  are  the  same  (a 
vafue  of  13),  and  are  tione  with  a  ['OI^/NI^XT  loop. 
The  ASCII  value  of  13  is  the  control  character 
which  represents  the  KFTURN  key,  POKE  198,6 
fools  the  operating  system  into  thinking  that  six 
keys  have  been  pressed  on  the  keyboard.  The 
computer  starts  processing  these  commands,  and 
away  we  go.  Hei'e's  what  happens. 

The  value  of  19  moves  the  cursor  to  the  HOME 
position,  anci  then  the  operating  system  automat- 
ically moves  it  down  one  more  line.  The  cursor  is 
now  sitting  on  top  of  the  word  LOAD  we  printed 
on  the  screen.  The  next  character  in  the  keyboard 
buffer  is  a  13,  which  stands  for  RETURN.  We've 
fooled  the  computer  into  thinking  that  we  typed 
the  word  LOAD  and  then  pressed  RETURN.  The 
system  now  loads  in  the  next  program  on  the 
tape.  While  the  computer  is  loading  the  program, 
the  processing  of  data  in  the  keyboard  buffer  is 
temporarily  suspended. 

After  the  LOAD  has  been  completed  (we 
now  have  the  second  program  in  BASIC  memory), 
the  operating  system  continues  reading  data  from 
the  keyboard  buffer.  The  next  few  bytes  in  the 
buffer  stand  for  RETURN.  The  cursor  is  now 
sitting  on  the  BASIC  line  we  printed  on  the  screen 
in  the  first  program.  When  the  computer  reads 
the  next  value  of  13  from  the  keyboard  buffer,  it  is 
again  fooled  into  thinking  we  have  just  typed  in  a 
new  BASIC  line  for  the  second  program,  ll  then 
enters  that  line.  The  cursor  has  now  moved  to  the 
next  line  on  the  screen,  which  reads  RUN.  Reading 
another  13  from  the  buffer,  it  thinks  we  typed 
RUN  from  the  keyboard  and  pressed  RETURN, 
and  away  it  goes  with  the  second  program. 

Many  Different  Techniques 

The  above  techniques  could  have  been  accom- 
plished a  number  of  different  ways  using  the 
keyboard  buffer  and  the  screen.  Just  remember 
one  important  fact.  In  most  cases,  when  the  com- 
puter reads  data  from  the  buffer,  it  thinks  it  was 
entered  directly  from  the  keyboard.  Almost  any- 
thing you  can  do  from  the  keyboard  can  be  done 
from  the  keyboard  buffer.  As  a  matter  of  fact,  you 
could  probably  create  a  computer  program  itself 
by  POKEing  various  values  into  the  buffer. 

Experiment  with  this  technique  and  I'm  sure 
you'll  find  a  useful  application  for  it. 

if  you've  goi  questions  or  ideas  about  subjects  you'd  like 
to  see  covered  in  this  cotumn,  write  to:  VICreafioiis, 
do  COMPUTEi's  GAZETTE,  P.O.  Box  5406,  Creensimo, 
NC  27403.  m 


Graph  Plotter 


Ruth  A.  Hicks 


Not  only  is  "Graph  Plotter"  an  interesting  tool 
for  drawing  3-D  columnar  charts,  but  the 
accompanying  article  takes  you  step  by  step 
through  the  program  itself  so  you  can  learn 
how  it  was  written.  The  program  originally 
was  designed  for  the  Commodore  64,  and 
we've  added  a  version  for  the  un expanded 
VIC-20. 


"Graph  Plotter"  is  a  good  demonstrntion  of  what 
beginning  prtigmnimers  can  accomplish  in  the 
way  of  graphics  on  the  Commodore  64  and  VIC-20. 
Different  graphics  techniques  were  used  to  create 
this  program.  By  reading  this  article  and  following 
along  with  the  program  listing,  you  can  increase 
your  knowledge  of  graphics  formnlting.  Of  course, 
if  you're  not  into  learning  programming,  there's 
no  reason  why  you  can't  just  type  in  the  program 
listing  anyway. 

Graph  Plotter  creates  attractive  bar  graphs 
with  three-dimensional  columns.  The  graphs  are 
particularly  exciting  in  color.  There  are  six  col- 
umns, each  a  different  color,  to  which  you  assign 
a  value  from  0  to  15  for  the  column  height.  You 
tell  the  computer  what  values  ench  column  has, 
and  then  you  can  interpret  their  menning. 

Modular  Programming 

Graph  Plotter  wns  written  with  n  technique  known 
as  modular  or  block  proi^rantming.  This  means  a 
section  at  a  time  was  written  on  the  computer 
and  then  checked  for  eye  appeal,  function,  and 
(of  course)  that  familiar  message,  "7SYNTAX 
ERROR,"  There  are  five  main  blocks  to  this 
program. 

When  typing  the  program,  I  suggest  that  you 
omit  unnecessary  spaces  except  in  any  INPUT  or 
PRINT  statements  between  quotation  marks.  All 


^-D  !mr  i^raphs  tire  a  simp  ivith  "Graph  Plotlcr"  (64  version). 


The  VIC-2Q  version  of  "Cnipli  Ploller." 

COMPUTEI'tt  Gaiette    Januory  1 984 


145 


other  spaces  are  not  needed  by  the  compLitcr  and 
only  consume  more  memory.  Since  this  is  nn  arti- 
cle to  learn  from,  let's  start  some  good  habits  right 
away  by  not  typing  those  useless  spaces. 

Block  One 

Block  one,  lines  100-180,  creates  the  graph,  hi- 
cluding  the  segments  and  the  outlining  border. 
Instead  of  using  line  after  line  of  PRINT  state- 
ments, we'll  be  POKEing  the  information  directly 
into  memory  inside  FOR/NEXT  loops. 

Line  100  clears  the  screen  and  sets  the  back- 
ground color  to  black  and  the  border  blue.  Line 
110  starts  the  top  border  on  the  Commodore  64  at 
screen  memory  location  1230  and  runs  it  across 
the  screen  to  location  1261,  drawing  a  continuous 
line  (these  addresses  are  7726  to  7743  on  the  VIC). 
Refer  to  the  manual  which  came  with  vt>ur  com- 
puter for  the  "Screen  and  Color  Memory  Maps." 
Each  time  the  FORy'NEXT  loop  is  executed,  it 
places  the  new  value  of  I  into  the  POKE  statement 
with  the  symbol  number  1 14  (refer  to  your  manual, 
"Screen  Display  Codes").  The  I  value  tells  the 
computer  zi'Ihtc  to  put  the  symbol  and  the  1 14 
tells  wlmt  symbol  to  put  in  (hat  spot. 

The  second  POKE  in  line  1 10  colors  the  svm- 
bol  green.  Since  the  "Color  Memory  Map"  (see 
manual)  corresponds  to  the  screen  memory  map, 
only  with  a  different  set  of  numbers,  all  we  have 
to  do  is  calculate  the  offset.  The  difference  between 
55296  and  1024  (the  starling  address  of  color  and 
screen  memory  in  the  Commodore  64)  is  54272,  a 
simple  subtraction  problem.  So,  we  POKE 
I  -I-  54272  with  the  color  code  for  green  (5)  and 
presto,  we  have  a  green  symbol  at  the  correct 
location!  The  same  thing  works  on  the  VlC-20, 
except  the  offset  between  screen  and  color  mem- 
ory is  30720  instead  of  54272. 

Line  120  draws  I  he  left  border,  beginning  at 
screen  memory  location  1270  and  ending  at  Uicn- 
tion  1790  on  the  Commodore  64  (7748  to  8034  on 
the  VIC).  The  STEP  40  is  used  because  a  Commo- 
dore 64  has  40  characters  per  line  across  its  screen 
(STEP  22  fur  the  VIC).  If  you  look  at  your  manual 
and  find  screen  location  1270,  then  add  40,  you'll 
find  that  location  1310  is  exactly  one  line  below 
1270,  On  tiie  VIC,  7748 -f  22  adds  one  screen  line. 
The  rest  of  line  120  and  the  next  two  lines  are  simi- 
lar to  lines  110  and  120,  except  for  different  screen 
symbol  codes. 

The  last  four  lines  (150-180)  in  this  section 
were  constructed  in  the  same  manner,  using  FOR- 
NEXT  loops  to  POKE  information  directly  into 
screen  memory.  These  lines  draw  continuous 
lines  on  the  graph,  making  it  more  readable. 

Designations 

Block  two  of  the  program  prints  a  series  of  num- 
bers on  the  left  side  of  the  graph  and  letter  desig- 

U6     COMPUT£t's  Gazette    JanuOfy  19B4 


nations  for  each  of  the  six  columns.  Line  190  posi- 
tions the  following  PRINT  statement  at  the  right 
spot  horizontally  so  the  numbers  can  be  displayed 
along  the  left  side  of  the  graph.  We  want  the  num- 
bers to  start  at  the  fourth  space  right  of  the  border, 
so  we  place  a  SPC(4)  after  the  PRINT,  and  then 
place  the  number  to  bo  printed  inside  quotation 
marks. 

So,  lines  190  through  220  label  the  Y-axis  with 
a  socquence  of  numbers  from  15  to  0.  Notice  that 
between  each  colon  is  a  complete  PRINT  state- 
ment, and  even  though  they  are  all  crunched  to- 
gether in  only  four  program  lines  with  i jo  spaces, 
they  result  in  16  lines  of  vertical  display.  Also, 
notice  that  with  one-digit  numbers  the  SPC()  state- 
ment is  increased  from  four  to  five  in  the  Commo- 
dore 64  version  for  proper  placement. 

The  last  line  of  this  section  (230)  puts  letter 
designations  along  the  bottom  of  the  graph  be- 
neath the  columns.  Notice  there  is  only  one  PRINT 
since  this  line  is  displayed  horizontally.  In  the 
Commodore  64  version,  the  first  letter  is 
positioned  with  TAB(9)  and  the  following  letters 
are  all  equally  spread  with  SPC(4)  statements. 
Again,  because  of  the  VlC's  smaller  screen  size,  a 
TAB(4)  and  SPC{2)  statement  are  used  to  position 
the  letters  properly. 

READ-DATA  Block 

In  the  third  block  of  the  program  (lines  240  to  300), 
DATA  is  READ  that  will  be  used  in  a  later  routine 
to  position  each  vertical  baron  the  graph  and 
decide  its  color.  Line  240  prevents  this  DATA 
frt>m  being  reREAD  unnecessarily  with  any  sub- 
sec]  uen  I  passes  through  the  program. 

The  first  statement  that  READs  DATA  in  this 
section  is  in  line  260.  Here,  a  READ  command  is 
contained  in  a  FOR-NEXT  loop  so  it  is  executed 
six  times.  This  causes  six  strings,  representing  the 
six  column  labels  (A,B,C,D,E,r)  to  be  READ  and 
set  equal  to  the  string  array  variable,  A${l). 

In  line  280,  a  second  set  of  DATA  is  READ 
and  assigned  to  D(I).  This  string  array  variable 
denotes  the  color  code  for  each  vertical  bar  on  the 
graph. 

The  last  group  of  DATA  in  this  block  is  READ 
from  line  300.  The  values  taken  from  line  290  are 
the  screen  memory  addresses  necessary  to  prop- 
erly locate  each  bar  on  the  graph. 

The  use  of  arrays  in  this  section  significantly 
shortens  the  length  of  the  program.  Instead  of 
requiring  six  separate  blocks  of  code  to  locate  and 
draw  each  vertical  bar,  we  will  now  be  able  to 
perform  this  in  one  routine. 

Input  Block 

The  fourth  block  of  the  program  {lines  310-420)  is 
the  INPUT  routine.  Notice  that  that  much  of  this 
routine  is  contained  within  a  FOI^NEXT  loop 


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(lines  310-370). 

In  this  loop,  yon  nre  asked  what  value  you 
want  for  each  column.  The  value  that  you  INPUT 
determines  the  height  of  each  vertical  bar.  Your 
response  is  checked  in  line  360  to  make  sure  it  is 
within  the  limits  of  0  and  15. 

After  IN  PUT  ting  the  height  of  each  column, 
the  screen  memory  address  (A)  for  the  top  of  the 
column  is  determined  by  the  first  statement  in 
line  370. 

Here's  how  it  works:  A(J)  was  set  as  a  starting 
screen  location  in  the  first  line,  then  AA  (the  re- 
sponse) is  multiplied  by  40,  because  our  screen  is 
40  characters  across  (22  for  the  VIC  version).  Then 
AA  times  40  (or  22)  is  subtracted  from  A(J),  because 
the  columns  are  drawn  upward.  So,  if  the  response 
is  10,  the  column  rises  It)  segments  high.  Then  80 
(or  44  on  the  VIC)  is  added  to  A  to  bring  it  down 
two  rows  so  we  have  room  for  our  three-dimen- 
sional side.  Program  execution  is  thentransferred 
to  the  subroutine  at  line  430,  which  actually  draws 
each  column  on  the  graph. 

In  the  process,  the  variables  necessary  to  this 
subroutine  are  passed.  The  variable  C  defined  in 
310  is  the  offset  between  the  screen  memory  map 
and  the  color  memory  map  a.s  explained  above. 
The  actual  color  of  each  column  (variable  D)  and 
the  starting  screen  location  of  each  column,  or 
variable  X,  are  also  transferred. 

Once  a  column  has  been  drawn,  the  user's 
previous  INPUT  is  erased  in  line  320  by  POKliing 
blank  spaces  into  this  area  of  screen  memory.  If 
you  didn't  do  this,  the  prior  answer,  of  course, 
would  remain  on  the  screen. 

Line  320  enables  you  to  position  a  PRINT 
statement  exactly  where  you  want  vertically  with- 
out disrupting  any  printing  already  on  the  screen. 
The  cursor  is  first  I  iOMnd,  and  then  a  blank 
PRINT  statement  is  placed  inside  a  FOK-NliXT 
loop.  As  the  loop  is  executed,  starting  at  the 
HOME  position,  it  counts  down  vertically  to  the 
maximum  number  set  by  the  FOR-NHXT  loop. 

The  next  line  is  the  INPUT  statement,  now  in 
the  right  position  to  be  printed.  At  the  end  of  the 
INPUT  statement  is  the  variable  A  A,  which  re- 
ceives whatever  value  you  enter  between  the  limits 
of  0  and  15.  If  the  response  is  less  than  0  or  greater 
than  15,  the  computer  erases  the  answer  and  asks 
the  same  question  again. 

Once  all  six  vertical  bars  have  been  drawn, 
you  will  be  asked  in  line  390  if  you  wish  to  do 
another  bar  graph.  If  you  do,  the  program  will 
start  again  at  line  100.  Otherwise,  it  will  liND  in 
line  420. 

The  Subroutine 

The  heart  of  this  program  is  the  subroutine  begin- 
ning at  line  430.  This  is  the  block  which  draws  the 
columns  by  POKEing  symbols  onto  the  screen. 

148     COMPUTB's  CaZBtto    Jcjriiary  1984 


Let's  start  explaining  this  section  with  lines 
430  and  440.  These  two  lines  check  to  see  if  the 
value  AA  from  the  INPUT  block  is  a  1  or  0.  If 
AA  =  1,  the  program  branches  to  line  530,  which 
draws  the  top  of  a  column  one  segment  high  on 
the  graph.  When  AA  =  0,  it  is  a  null  entry,  and 
the  program  gets  another  INPUT. 

Lines  470  and  480  begin  to  actually  draw  the 
columns,  which  are  three  characters  wide.  Re- 
flecting back  to  the  INPUT  block,  you'll  recall  that 
variables  A  and  X  were  set  for  the  starting  point 
and  top  part  of  the  ctilumn.  So,  by  POKEing  the 
screen  memory  locations  with  the  desired  charac- 
ter symbols  in  a  FC^l^-NEXT  loop,  we  can  draw 
the  columns  to  any  height  we've  clmsen.  Notice 
there  are  three  POKEs,  I,  I  -I- 1 ,  I-t-  2.  Each  addition 
to  1  moves  its  location  over  one  spot  to  the  right, 
yielding  a  three-charactcr-wide  column.  The  dif- 
ferent screen  display  codes  create  a  three-dimen- 
sional appearance  with  reversed  characters.  The 
program  reverses  the  character  codes  by  adding 
128  to  the  symbol  code  (32-1- 128=  160, 
101  -I- 128  =  229).  Line  480  follows  up  line  470  with 
the  color  information  by  adding  the  color  variables 
C  and  D  to  the  same  locations  frt)m  line  470. 

Lines  510-540  follow  the  same  format  as  lines 
470  and  480.  They  draw  the  three-dimensional 
top  segments  of  the  columns.  Six  character  sym- 
bols and  six  color  locations  are  POKEd  into  the 
appropriate  locations  with  the  variables  A,  C,  and 
D.  By  adding  or  subtracting  numbers  from  A,  we 
can  position  the  symbols  on  the  row  above  or  to 
the  right. 

Once  this  subroutine  is  completed,  line  550 
RETURNS  to  the  INPUT  block. 

Formatiing 

By  now,  vou  should  have  "Graph  Plotter"  typed 
in  and  SAVIid  on  tape  or  disk.  The  difference 
between  this  program  and  others  you  have  typed 
is  that  you  now  know  exactly  how  it  was  pro- 
grammed. Remember  the  techniques  of  using 
PRINT  statements  for  displaying  characters  verti- 
cally and  horizontally;  of  blank  PRINT  statements 
and  SFC()  commands  for  positioning  INPUT  or 
PRINT  statements  exactly  where  you  want  them; 
of  directly  placing  symbols  and  colors  onto  the 
screen  vvitli  POKEs  and  variables.  In  planning 
your  own  programs,  use  these  techniques  for 
your  screen  displays  and  see  how  handy  and  time- 
saving  they  can  be  for  you. 

See  prat^mni  listings  cm  page  202.  CB 


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MACHINE  LANGUAGE  FOR  BEGINNERS 

RICHARD  MANSFIELD,  SENIOR  EDITOR 


-j^awa 


Addressing 


You'll  soon  notice  (h.il  most  of  your  ML  pm- 
gnunming  invulvx'S  Sfiuiing  bvtes  around  in  the 
computer's  meiiuiry.  It's  quite  simiJnr  to  PniZKing 
sind  POKEing,  but  vou'\'e  got  more  options  on 
how  you  address  these  bytes  before  vou  send  them 
somewhere.  Addressing  bytes  is  Hke  iiddressing  a 
letter — you  wnnl  it  to  get  to  its  destination  so  you 
must  write  the  destindlion  on  the  letter.  I'here  cue 
even  ways  to  send  the  byte  c/o  another  address, 
but  we'll  gel  to  that  in  a  minute.  First,  we  need  to 
review  our  all-ML  game  in  terms  of  some  addressing 
options  we  can  use  when  writing  an  ML  program. 

A  Cumbersome  List 

So  far,  our  ML  gnnie  can  be  divided  into  three 
sectiotis  {like  subroutines).  Let's  use  the  64  ver- 
sion. Program  2,  as  our  example  this  month;  it's 
essentially  the  same  as  the  VIC  version.  The  first 
section  (from  address  49152  through  49169)  puts 
the  number  K  into  all  the  addresses  of  Color  RAM 
memory.  Wo  usually  have  a  choice  of  which  ML 
iitldivssii!^  )U{Hic  we  want  to  use.  We  could  iiave 
used  the  simplest  mode,  absolute  addressing, 
and  just  listed  every  address  we  wanted  to  POKF. 
the  8  into.  It  would  have  looked  like  this: 

STA  55296 
STA  53297 
STA  55298 
S  TA  S529'*  and  so  on 

but  that's  pretty  inefficient.  We  would  have  had 
to  li.st  a  thousand  addresses.  Instead,  we  chose  to 
do  our  POKEing  within  a  loop.  The  Y  register  is 
quite  useful  for  addressing  things  because  it  can 
be  used  as  an  offset.  That  is,  you  can  adciress  some- 
thing so  that  the  actual  address  you  give  is  added 

150     COMPUTEl's  Gaiolto    January' 1984 


/()  xvhatever  Y  ctjiials  tU  the  tluie.  This  is  n  special 
form  of  absolute  addressing  called  absolute  iiiiiexetl 
(you  can  use  liie  X  register  this  wav  tt>o). 

How  does  it  work?  First  we  set  Y  to  equal 
zero  (at  49152).  Then  we  load  the  A  register  with 
our  color  value,  8.  Then  we  have  lourSTAs  lined 
up,  using  the  absolute  indexed  addressing  mode. 
Tlie  first  time  the  ct>mputer  comes  across  this  list, 
it  will  put  8  into  35296,  53552,  .558tlS,  and  ,56[)64.  H 
will  add  Y  to  these  addresses,  but  Y  equals  ()  this 
first  pass  through  the  loop.  Then,  we  INY  (raise  it 
by  one).  The  three  registers  {A,X,  and  Y)  can  onlv 
count  up  to  255;  after  that,  thov  reset  themselves 
to  0.  So,  when  Y=  i  after  t!ie  L\Y,  I  lie  liW.  in- 
struction will  "fail"  and  we'll  branch  back  ttv  49156 
for  the  second  pass  throLigh  the  loop.  We  can't 
get  past  BNF,  until  Y  resets  itself  to  /.ero — BNE 
means  Branch  Not  Fqual  (to  0).  And  Y  isn't  yet 
reset  to  0. 

But,  notice  what  happens  the  second  time 
through  the  loop.  Since  Y  now  equals  1,  we'll  be 
putting  ourS  into  53297,  53553,  and  so  on.  This 
storage  of  S's  continues  until  al!  the  locations  be- 
tween 53296  and  56319  have  been  filled. 

The  Most  Common  ML  Bug 

The  second  section  of  our  game  (lines  49 171 
through  4^J1H4)  is  quite  similar  and  makes  use  of 
the  same  addressing  mode.  But  here  we're  drawing 
a  horizontal  line  across  the  top  aud  bottom  of  the 
screen.  So,  since  the  screen  is  only  40  bytes  wide, 
we'll  have  to  test  Y  (line  49182)  to  see  if  it's  equal 
to  40.  If  not,  we  BNF  back  and  continue  the  loop. 
There  are  several  "B"  instructions;  all  of  them 
begin  with  the  letter  B  and  branch  somewhere  (if 


Ifs  time  for  your 
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Commodore  64  and  VIC-20. 
Not  just  far  games... 


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straining  to 
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But  the  problem 
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phone  numbers 
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project  profits,  keep 
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PractiCalc  gives  you 


11^  5  [If.  M 


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Budgets,  inventories, 
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mimim<ff,vm'  nw..  im"^i 


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Spreadstieet  analysis . . . 

square  roots,  logarithms,  exponential 


everything  you'd 
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multiplying 
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calculating 


m^fifi\'*  m  if,«ipia 


High  or  low 
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numbers  and  even 
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Want  to  make 
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PractiCalc  64  will  turn 
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Want  a  lot  of  facts  and  figures  at  your 
fingertips?  PractiCalc  stores  more  than  2,000 
cells  in  up  to  100  columns  and  250  rows.  It'll 
sort  them,  search  them,  or  shuffle  them  for  you. 

You  can  add 
entries,  delete  them, 
or  move  them  around 
-numerically  or 
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instantly  of  course. 
And  you'll  find 
PractiCalc  unusually 
friendly,  flexible,  and 
forgiving. 
All  of  which  is  a  far  cry  from  just  playing  with 

a  joystick.  Still,  

PractiCalc  has  one 
thing  in  common 
with  a 
computer 
game. 
The  price. 
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High-speed  and 
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k 


3 


Alpha  or  numeric  sort. 


PractiCalc 


by 


COMPUTER 
SOFTWARE 

ASSOCIATES,  INC, 

Exclusively  distributed  by  Micro  Software  International,  Inc. 

The  Silk  Mill,  44  Oak  Street,  Newton  Upper  Falls,  MA  02164  •  (617)  527-7510 

•$40  Is  suggested  retail  price  for  tape  version  of  PractiCaic-20  ($45  tor  disk  version:  PractiCalc  Plus  or  PractiCalc  64  --  $50  tor  tape  version,  $55  for  disk). 
©  1983  Compjter  Software  Associates,  Inc.    Commodore  64"  and  VIC'20"'  are  trademarks  o(  Comrrtodore  Business  Machines,  Inc. 

See  us  at  CES  Booth  U  6940 


conditions  pass  their  test).  BEQ  means  Branch  if 
EQual  to  0.  We'll  get  to  the  others  in  the  future. 
BEQ  and  BNE,  though,  are  by  tar  the  most  com- 
monly used  ones. 

The  other  instructions  here  are  also  the  most 
frequently  used  ML  conmiands.  STA  (S'l't)re  the 
A  register),  LDA  (LoaD  the  A  register),  STY,  LDY, 
CPY  (Compare  Y),  INY  (raise  Y  register  by  1;  liter- 
ally INcrement  Y),  DEY  {reduce  Y  by  I,  literally 
DEcrcmcnt  Y),  and  their  companion  instructions 
(DEX,  INX,  LDX,  STX,  CPX)  all  operate  according 
to  the  same  rules  (and  set  up  flags  tor  the  "H" 
instructions  to  test  and  then  decide  whether  or 
not  to  branch). 

One  other  thing  to  notice  here;  The  computer 
will  always  assume  that  you  are  loacHing/roJH  an 
tuidre^i^  unless  you  specify  otherwise.  If  vou  write 
LDA  15,  the  computer  copies  vvhateyer  is  in  ad- 
dress 15  into  the  A  register.  (Whatever  was  at 
address  1 5  remains  there;  only  a  copy  of  it  is  placed 
into  the  A  register.)  So,  if  you  want  to  actually 
put  the  niituher  75  itself  into  the  A  register,  you 
must  put  a  niunbersign  in  front  of  it:  LDA  #15. 
As  you  can  see,  we  do  this  frequently  in  our  pro- 
gram. But  beware — the  single  most  common 
source  of  ML  bugs  is  forgetting  ti>  put  in  that  # 
when  you  mean  a  number  as  such,  or  putting  it 
in  when  you  mean  to  get  a  copy  of  a  number  from 
some  memory  location  in  the  computer. 

Sending  Something  C/O 

Now  on  lo  the  new  portion  of  oiu-  ML  game  (lines 
491 SC-)  lo  the  end).  Here  we  are  going  to  draw  ver- 
tical lines  down  the  sides  of  the  screen,  completing 
the  frame  for  our  game.  To  do  this,  we'll  need  to 
POKE  the  first  address  of  screen  RAM  memory, 
then  POKE  the  39th  (the  top  of  the  right-hand' 
margin),  then  the  40th  (the  second  space  down 
on  the  left  margin),  then  the  79lh,  and  so  on  down. 
The  easiest  way  to  do  this  in  ML  is  to  send  a  char- 
acter to  the  right  side  of  the  frame,  add  1  to  Y  (INY) 


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and  send  the  character  again,  this  time  to  the  left 
side  of  the  screen.  Then  we  must  add  4(1  to  our 
address  (22  on  the  VIC)  to  get  over  to  the  right 
side  again. 

As  hefore,  we'll  set  up  a  loop,  but  we  first 
have  to  prepare  two  bytes  in  zero  page  (the  first 
250  memory  cells  of  the  computer).  T'liese  two 
bytes  will  hold  luir  addresses  in  a  special  way. 
We'll  change  the  contents  of  these  bytes  as  we  go 
along,  adding  40  (or  22).  You  can  visualize  these 
special  bytes  in  zero  page  as  a  Ping-Pong  pacidle 
and,  by  shifting  its  angle,  you  can  send  the  balls 
low  or  high  or  anywhere  in  between. 

Working  In  The  Real  World 

Our  {i502  chip  can  send  things  to  65536  memory 
cells,  but  hi>w  can  we  store  a  number  that  large 
when  each  cell  will  only  hold  numbers  up  to  255? 
It's  simple  enough:  We  gang  two  bytes  together 
to  hold  large  numbers.  Take  a  number  like  1024, 
the  start  of  the  t)4's  screen  memory  RAM.  Divide 
it  by  256  and  you  get  4,  So  put  that  in  one  of  the 
two  bvtos  holding  our  number  (call  it  the  most 
iiil^iiifiavit  b\/ti',  ov  MSB).  Then  put  the  remainder 
of  the  division  (0  in  this  case)  into  the  other  byte, 
t!ie  /ivfs/  ^i;^>!ifiaiiil  in/tv,  or  l.SB.  Line  I  hem  up  in 
memory  as  LS13/MSB  (it's  backwards  to  us,  but  the 
computer  likes  them  put  in  this  way).  There  you 
have  it.  Notice  that  the  Assembler  program  per- 
forms this  whole  task  for  you  automatically  when 
yuu  type  in  a  large  adtiress  (as  in  line  49156). 

I  low  does  this  work  in  I  he  real  world?  We  do 
need  to  set  up  just  such  a  double-byte  address  lor 
our  routine  which  draws  vertical  lines.  We're 
going  lo  use  the  two  bytes  at  71-72  (space  that's 
not  being  used  by  the  computer  during  an  ML  pro- 
gram run).  Notice  that  we  must  use  zero  page  for 
setting  up  our  special  c/o  addressing  method.  We 
start  tiff  (line  49186)  by  putting  39  into  the  I.SIJ, 
address  71.  Then  we  put  a  4  into  72,  the  MSB.  Since 
the  real  address  (Ihe  target)  is  256x  LSB  +  MSB, 
we'll  get  1063  as  the  target  when  we  land  on  these 
two  bytes.  1063  is  the  first  space  on  the  right-hand 
side  of  our  vertical  screen  line.  We  can  start  there 
because  the  first  line  is  already  filled  in  anyway 
with  our  luirizontal  line,  built  earlier  in  the 
program. 

At  this  point  we  can  formally  introduce  one 
of  the  most  significant  and  useful  of  the  ML  ad- 
dressing modes — hidiirct  Y.  (It's  usually  called 
iuiluvci  indexed.  Who  can  remember  that?  Let's 
call  it  Indirect  Y.)  It  takesa  minute  logetit  straight, 
but  it's  a  minute  well  spent.  You'll  find  many 
uses  for  l!iis  handy  method  of  sending  bytes  any- 
where in  the  computer.  When  you  address  some- 
thing this  way,  it  "bounces  off"  the  number  you 
prepare  in  zero  page,  it's  indirect,  it's  like  sending 
a  letter  c/o  someone.  In  effect,  it  gets  readdressed 
once  the  computer  lands  down  in  zero  page. 


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Program  2: 64  version 


49152 

LDY 

#  0 

49154 

LDA 

#  8 

49156 

STA 

55296 

,Y 

49159 

STA 

55552 

,Y 

49162 

STA 

55808 

.Y 

49165 

STA 

56064 

,Y 

49168 

INY 

49169 

BNE 

49156 

49171 

LDY 

#  0 

49173 

LDA 

i  224 

49175 

STA 

1024 

Y 

49178 

STA 

1984 

Y 

49181 

INY 

49182 

CPY 

#  40 

49184 

BNE 

49175 

49186 

LDA 

#  39 

49188 

STA 

71 

49190 

LDA 

#  4 

49192 

STA 

72 

49194 

LDX 

#  24 

49196 

LDY 

#  0 

49198 

LDA 

#  224 

49200 

STA  ( 

71  ),Y 

49202 

INY 

49203 

STA  ( 

71  ),Y 

49205 

DEX 

49206 

BEQ 

49224 

49208 

CLC 

49209 

LDA 

71 

49211 

ADC 

#  40 

49213 

STA 

71 

49215 

LDA 

72 

49217 

ADC 

#  0 

49219 

STA 

72 

49221 

JMP 

> 

491 

49224 

RTS 

After  we  kidd  Y  (our  offset)  with  D  ngiiin  and 
lond  A  with  tlie  triimiiig  cliaracter  (224),  wv  Ciin 
store  the  224  into  the  address  which  the  computL-r 
finds  bv  looking  at  the  dmibk'-bvfe  tiinnbt'r  wv 
put  into  addresses  71-72.  When  it  sees  STA 
(71),Y- — the  computer  knows  what  to  do.  It  first 
calculates  the  correct  target  formed  bv  multiplving 
whatever  it  finds  in  cell  72  x  236  ani.i  then  .iddiiig 
w  ha  lever's  in  cell  71 .  Then,  it  also  adds  the  value 
of  the  Y  register. 

So,  we  can  manipulate  the  number  in  Y  here 
the  same  way  that  wc  used  it  with  Absolute  In- 
dexed above  (line  49136),  but  have  the  added  ad- 
vantage of  being  able  to  manipiilale  the  doiible- 
byie  address  at  71-72  as  well.  The  first  lime 
through  this  loop,  ihe  fraining  character  will  be 
sent  to  i()(i3.  Then  we  INY  .md  send  another 
framing  character  to  1064  (the  second  space  down 
the  left  side  of  the  screen).  Then  we  DHX.  X  is 
counting  down  from  24  because  there  are  24  spaces 
down  each  side  of  the  screen  that  we  need  to  fill. 
If  the  DFX  causes  X  to  equal  0,  then  the  BIZQ  takes 

154     COMPUTEI's  CazcDc     January  1984 


effect  and  sends  us  back  to  BASIC  mode  via  the 
RTS  (ReTurn  from  Subroutine)  at  line  49224.  If  X 
is  not  vet  zero  (and  thus  we  want  to  continue  the 
looping),  we  will  add  40  to  the  double-byte 
number  at  71-72. 

riie  adding  is  done  bv  first  clearing  tlie  cairy, 
CLC,  and  then  putting  the  number  from  71  into 
the  A  register,  adding  40  (ARC  means  ADd  with 
Carrv)  and  then  storing  the  result  back  into  cell 
71 .  Likewise,  we  get  the  nimiber  from  72,  add  it 
to  0,  and  put  it  back.  VVh\-  add  to  0?  Because  there 
might  be  a  carry  from  the  operation  on  the  numlu'r 
in  71 .  If  so,  we  need  to  reflect  that  in  the  overall 
niunber  by  adding  it  to  the  MSB  {in  cell  72).  After 
vve'\'e  added  40  to  this  special  double-b\'te 
number,  we  just  jump  (JMP)  back  to  the  line  where 
we  start  <iur  loop  that  prints  the  framing  characters 
to  the  screen. 

We've  covered  a  good  bit  of  ground  this 
month.  Yivu  should  try  out  these  routines  with 
vour  Assembler  and  run  them  after  thev've  l^een 
placed  into  memory:  SYS  12288  (VIC)  or  SYS  49152 
(64).  Then,  change  some  of  the  numbers  and  see 
the  effects.  Try  using  a  ditterent  character  tor  tlie 
frame.  Pay  particular  attention  to  the  way  that 
Indirect  Y  addressing  accomplishes  its  efl'ects^ 
we'll  he  using  it  frequently  from  here  on. 

See  program  listings  on  page  201 .  @ 


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COMPUTBI's  Gazette     Jonuory  1984     155 


64  BASIC  Aid 


Harold  D,  Vanderpool 


This  extremely  useful  utility  program  adds 
four  commands  to  BASIC  and  belongs  in  every 
programmer's  toolbox.  The  utility  itself  is  writ- 
ten m  machine  language.  To  type  it  in,  use  the 
MLX  entry  program  found  elsewhere  in  this 
issue. 


No  version  of  BASIC  has  everything.  No  matter 
what  computer  you  look  at,  there  are  things  that 
could  be  added  to  customize  it  for  your  particular 
needs.  The  VIC  and  64  have  an  excellent  version 
of  BASIC,  Microsoft,  which  has  been  popular  for 
years  on  microcomputers.  But  if  you  do  a  bit  of 
programming,  you  might  find  that  "64  BASIC 
Aid"  will  be  among  the  most  valuable  utility  pro- 
grams in  your  library — it  adds  four  extremely 
useful  commands  to  the  64's  BASIC. 

It  uses  up  very  little  of  your  RAM  memory 
(about  1000  bytes)  and  after  you've  typed  in  and 
saved  a  copy,  you  can  use  64  BASIC  Aid  anytime 
you  want  those  extra  four  commands.  You  LOAD 
it  and  RUN  it  as  you  would  any  other  program, 
but  it  hides  itself  high  up  in  memory  and  becomes 
invisible.  You  can  then  program  as  ahvays,  but 
you've  got  those  four  extra  commands  available 
to  you . 

Since  these  commands  are  useful  for  writing 
and  debugging  programs,  they  are  available  to 
you  only  in  direct  mode.  (You  can't  include  them 
in  a  program  itself,  but  you'd  never  have  reason 
to  use  them  that  way.) 

Four  Programming  Aids 

NUMBER  100,10.  With  this  command,  you  can 

1 56     COMPUTll's  GaiBlte     January19a4 


renumber  any  program  that's  in  your  computer. 
Just  type  the  command  and  press  RETURN.  The 
new  version  of  the  program  will  start  with  line 
100  and  go  up  from  there  in  steps  of  ten.  You  can 
use  any  numbers  you  want  as  the  starting  line 
number  and  any  number  from  1  to  255  as  the  step 
size.  This  can  be  useful  in  several  ways.  For  ex- 
ample, you  might  have  used  up  all  the  line  num- 
bers .somewhere  in  your  program:  you've  got 
lines  25,  26,  27,  28,  29,  and  so  forth.  No  room  for 
new  numbers  to  insert  a  line?  Just  use  NUMBER 
and  they'll  be  spread  apart  instantly  for  you. 

Within  your  program,  there  probably  will  be 
GOSUBs  or  GOTOs  or  other  references  to  existing 
line  numbers.  64  BASIC  Aid  lakes  care  of  that, 
adjusting  the  references  automatically.  However, 
if  it  finds  a  GOTO  that's  targeted  to  a  line  that 
doesn't  exist  in  the  program,  it  will  print  the 
number  65535  on  the  screen.  This  is  helpful  when 
you  debug  your  programs.  Also,  all  adjusted  lines 
will.be  printed  on  the  screen. 

DELETE  100-200.  When  you  type  this,  all 
the  lines  between  100  and  200  (inclusive)  will  dis- 
appear from  your  program.  It  works  the  same 
way  that  the  LIST  command  works,  using  the 
same  format.  But  be  careful  with  this  one.  If  you 
just  type  DELETE  without  any  line  numbers  after 
it  and  then  hit  RETURN,  it  will  delete  the  whole 
program. 

FIND/GOTO/,500-900.  This  would  print  a 
list  on  screen  of  each  line  between  500  and  900 
which  contained  a  GOTO  command.  Again,  you 
can  indicate  how  you  want  the  line  numbers  han- 
dled in  the  same  way,  using  the  same  options,  as 
with  the  ordinary  LIST  command.  If  you  want  a 


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report  on  the  whole  program,  just  leave  off  the 
comma  and  the  line  numbers.  You  can  search  for 
anything:  variables,  strings,  commands,  nimibers. 
One  note,  however,  about  looking  for  things  in 
quotes.  The  computer  won't  know  if  you  want 
the  zoord  "to"  or  the  BASIC  cojuiuaiui  TO  unless 
you  use  quotation  marks  instead  of  the  slashes 
when  you're  looking  for  words  as  literal  words. 
So,  to  find  the  word  "to"  you'd  type: 

FIND"TO",500-900 

CHANGE(f(  PRINT(SipRINT#4  Cf, 300-400. 

Similar  to  FIND,  CHANGL^  will  both  locate  and 
replace  all  occurrences  of  something  within  your 
program.  All  the  rules  for  FIND  apply  the  same 
way  to  CHANGE.  The  example  here  could  be 
very  useful  if  you  have  a  printer.  As  written,  your 
program  is  designed  to  PRINT  everything  to  the 
screen.  But  you  can  make  everything  go  lo  the 
printer  instead  by  adding  a  line  at  the  .start  of  the 
program,  OPEN  4,4  which  alerts  the  computer 
that  a  channel  has  been  opened  to  the  printer. 
Then  this  CHANGE  will  make  all  printing  go  to 
channel  4  (Com  mod  tire  printers  are  always  Device 
#4,  by  convention)  instead  of  the  screen. 

Another  use  for  CHANGE  would  become 
apparent  if  you'd  written  a  large  program  and 
used  an  illegal  variable  name  like  TI  (reserved  for 


the  clock)  or  TO  (a  command  name).  Instead  of 
hunting  through  the  program,  trying  to  find  each 
illegal  variable,  just  SAVE  the  program,  LOAD 
and  RUN  64  BASIC  Aid,  LOAD  the  program  back 
in,  and  type:  CHANGE/Tl/TR/  and  it's  fixed  in  a 
flash.  Like  FIND,  the  whole  program  is  changed 
if  you  leave  off  the  line  number  information. 

KILL  turns  off  64  BASIC  Aid.  If  you  want  the 
computer  to  be  returned  to  its  original  state,  just 
type  KILL  and  everything  will  be  as  if  you'd  jusl 
turned  it  on. 

Here's  the  information  you  need  to  type  in  64 
BASIC  Aid  with  the  special  MLX  machine  lan- 
guage entry  program  found  elsewhere  in  this 
issue: 

Start  address  =  39852 
End  address  =  40961 

To  activate  64  BASIC  Aid  once  it's  loaded, 
enter  SYS  39852. 

If  you  don't  want  to  type  this  program,  .send 
$3,  a  blank  cassette  or  1541/4040  disk,  and  a  self- 
addressed,  stamped  mailer  to; 

Hawlti  D.  Vanderpool 
3705  El  ion  Xniin  Pike 
Eiioii,  on  45323 

See  program  listing  on  page  203.  Q 


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/*«:\ 


Bug-Swatter: 

Modifications  And  Corrections 


•  Two  changes  are  necessary  in  the  64  version 
of  "Oil  Tycoon"  (October).  Add  the  following 
lines  to  pick  a  difficolty  level  or  to  press  E  tti  end 
the  game: 

230    PRINT" [down!    DIFFICULTY    LEVEL?    123456 
78E(END)  (GRNJ"  jT=1  :retti    76 

235    POKE56194-HT,0:Tl=T:T=T-f (PEEK(JS)AND4) 
/4-(PEEK(JS)ANDB)/8:IF   T>9   THEN   T=l 

srem    157 

237    IF   T<1    THENT=9  :rem    229 

263    IF  T=9   THEN   SYS2048  srem   240 

When  converting  the  VIC  version  to  the  64, 
we  also  neglected  to  include  the  feature  which 
allows  ytiu  to  replace  the  oil  rig  by  pressing  the 
fire  button.  Add  these  lines: 

435    Q=R-1:IF   Q=0    THEN    360  srem   41 

437    J=2:FORA=0TO21  :A%  (A)  =0  :NEXT:B=Q*40-»■W■l- 
X:A=PEEK(  B)  :  IF   A<>7    THEN    480    :rem   255 

•  The  text-adventure  game  "Martian  Pris- 
oner" (November)  does  not  respond  properly 
when  you  attempt  to  hit  a  Martian  guard.  This 


bug  escaped  our  testing  because  we  found  it  safer 
to  fool  the  guards  rather  than  provoke  them  (hint). 
Nevertheless,  if  you  want  to  hit  the  guards,  insert 
a  GOSUB  command  in  line  123: 

125  IFV=14  THEN  GOSUB  3900        :rem  154 

•  Many  of  vou  who  typed  in  the  VIC  version 
of  "Aardvark  Attack"  (October)  encountered  a 
syntax  ernir  in  line  55.  The  reason  is  liiat  the 
programmer  used  a  keyword  abbreviation  when 
he  wrote  the  line,  and  it  works  fine  when  typed 
in  with  the  abbreviation.  That's  why  our  testing 
detected  no  errors.  Unfortunately,  listings  do  not 
show  abbreviations.  Here  is  the  line: 

5  5   M=(TANDFNM(J) )/4   J....  :rem   77 

The  computer  interprets  T  AND  FNM(])  as 
TAN  (tangent)  without  a  value.  There  are  four 
ways  to  fix  it:  (1)  insert  a  space  between  T  and 
AND;  (2)  abbreviate  AND  with  A-SlllFT-N;  (3) 
put  the  T  in  parentheses;  (4)  reverse  the  order — 
FNM(J)ANDT. 

•  The  M  version  of  "Munchmath" 
(November)  does  not  accept  answers  beginning 
with  9.  To  fix  this,  remove  ORANS>"9"  from  line 
200. 

•  in  November's  "Machine  Language  For 
Beginners"  column,  the  VIC  version  of  "'Fhe  Assem- 
bler" program  requires  an  8K  memory'  expander.  (B 

COMPUTEt's  Gaze)lc    Januoryl9B4     159 


LIST  Freezer 


Doug  Ferguson 


This  very  short  routine  will  prove  indispen- 
sable to  BASIC  programmers — it  allows  you 
to  pause  or  jfreeze  a  LISTing  of  the  program  on 
the  screen.  The  routine  is  a  machine  language 
program  presented  in  the  form  of  a  BASIC 
loader,  so  you  need  to  know  nothing  about 
machine  language  to  use  it.  What's  more,  it 
works  equally  well  on  the  Commodore  64  or 
VIC-20. 


The  VIC-20  and  Commodore  64  cry  out  for  a  pause 
feature  during  a  LIST.  When  you're  writing  or 
df  bugging  a  program,  especially  if  you  lack  a 
printer,  you  can  waste  a  lot  of  time  typing  LIST 
again  and  again  just  to  get  a  look  at  your  BASIC 
code. 

"LIST  Freezer"  is  an  elegant  solution  to  the 
problem.  H  patches  directly  into  the  LIST  routine 
in  ROM  (Read  Only  Memory)  without  interfering 
with  anything  else.  Once  it's  activated,  there  is 
never  any  need  to  turn  it  off.  It  also  eliminates  the 
screen  ripple  effect  of  some  other  LIST  pause 
routines,  including  one  I  published  in  C(,)M1^UTE! 
Magazine  in  1982. 

The  LIST  Freezer 

The  program  below  activates  the  pause  feature 
for  either  the  VIC  or  64.  Type  it  in  exactly,  SAVE 
it,  RUN  it,  LOAD  scmielbing  in  BASIC,  and  give 
it  a  try.  (Because  it  destroys  the  BASIC  loader  part 
of  itself  in  line  80,  be  sure  to  SAVE  it  before  typing 
RUN  for  the  first  time.) 

To  use  LIST  Freezer,  LIST  any  BASIC  program 
and  hold  down  the  SHIFT  key.  The  listing  will 
pause.  To  freeze  it  entirely  while  freeing  your 
hands,  press  SHIFT  LOCK.  You  can  restart  the 

160     COMPUTEI's  GazBllB    Jtiriuaryl9a'1 


listing  at  any  time  by  releasing  SHIFT  or  SHIFT 
LOCK. 

Technical  Details 

For  the  curious,  here's  how  it  works.  Line  20  sots 
the  low-byte/high-byte  address  of  a  machine  lan- 
guage "patch"  a  I  the  top  of  RAM  (Random  Access 
Memory).  The  patch  consumes  23  bytes  of  mem- 
ory on  either  the  VIC  or  64. 

Line  30  redefines  the  computer's  memory 
size  to  protect  the  patch.  11  also  moves  the  LIST 
vector  at  memory  addresses  774-77S  (hexadecimal 
$0306-$()307)  to  reroute  the  indirect  jump  to  ROM 
(address  $A717  in  the  64  or  $C717  in  the  VIC). 

The  remaining  lines  create  the  patch  routine 
at  the  top  of  RAM.  Line  50  adjusts  the  patch  to 
work  on  either  the  VIC  or  64. 

Notice  that  the  program  assumes  the  normal 
LIST  vector  at  power-up;  line  20  thus  prevents 
you  from  accidentally  trying  to  activate  the  routine 
more  than  once  while  the  power  is  on. 

Also  note  that  the  routine  clears  out  the 
keyboard  buffer  when  activated.  Actually  this 
was  necessary  only  for  the  VIC,  but  it  causes  no 
harm  on  the  64  and  was  left  in  to  make  the  routine 
universal. 

LIST  Freezer 

20  L=232:H=PEEK(56)-1:Q=PEEK{775) :IF  Q<X6 

7  THEN  80  J  rem  236 

30  POKE  55, Ls POKE  51, L: POKE  56, H: POKE  52, 

H:POKE  774,L:P0KE  775, H         : rem  74 
40  FOR  X=L+H*256  TO  X+21:READ  D: POKE  X, D: 

NEXT  :rem  51 

50  POKE  X,Q  :rem  105 

60  DATA  72,152,72,32,159,255,169,1,44,141 

,2,208,246  irem  209 

70  DATA  169,0,133,198,104,168,104,76,26 

:rem  136 
80  NEW  :rem  82(ffi 


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Ptedatot  (CTI   $')() 

CofoIKCSDI    $20 

LaiOt  Zone  (CTl   $J() 

Nectrtmantet  (CT)   ...      $;>0 

PhaifKib's  Cuts*  (C  ri $30 

Kindercorap  (CT  I     J40 

FiCemakef  (CTl    .  $40 

Story  Machine  (CTt   $40 


$19 
$19 
$l<l 
$19 
$19 
$19 
526 
526 
526 


COMMODORE  VEC  20  SOFTWARE 

Cont'd.  ,,     , 

LiKi  Prui'  Unl  I  <>t  Vitul 

UUCK  ROC.FKS  I C 1 1  $40  $25 

Congo  liofigo  (CT)    

StarTreklCTi    

l^l^'-'-Hll^illJI.l 

Lofli>  Kunn.-r  (CT)     

AE.  (CT)    

Sea(c«(CTl  $40  $24 

Maslertvpe  (CT) , , 

MsIU'a 

TEMPLE  OF  APSHAI 

(C»Dl MO  $24 

SwiotdofFiirgcuKC)  $30  519 

mssissnsna 

CANNONBAU  HI-I17{CT)... 

Lunar  LeetKit  (CT) 

Cnisshre  (CT)   $30  $18 

Threihhnid  (CT)  


Rock  Bottom  Prices 
on  Peripherals! 

HMC  ):^  (ir.vvi  Ju>(  579 

HM(.'  i:'  ■  I  liHi's  Green    $125 

KMC  )2    Amber  .      589 

H.MC  );'    HiHei  Amlwr   5129 

BMC  1  r  Coitijiosite  Ctilor    5249 

Munil-ir  C.i(ik>  uith  Aboi.e   $  10 

Vk  40  80  t>!ipl,!y  Manager     .  . .  $79 

C64  Video  P,ik  80    $139 

mclmlei  Word  Manj^^t't  Free 
Patallel  PrinKr  Interface  $4,5 


Vi.  iL-ili.!  MoOiiiith^ud  .. 
Vii  t,  Slut  .MuiherlHiaid  ... 
Prmii-t  lIliS'vSniUKare  ... 
Niiri..-i:,  K.-iwdCM    .... 

C6.1  5  Slot  

GtaphMT  Printer  Interlace  . 
Fr^inomv  Primi-T  InrfTlrice 


Uw  Eiiiss  $14 

n.iisiiik  $19 

Mi-il  11,111 $21 

ii.u-aiii $30 


.  $26 
$6.5 
$17 
$29 
$45 
$69 
519 


Vk    CM.  Alan    

H.i^.  .iril  =1  Sir.l  Vic      , 

lle>.M.»l,viiV.  &CM    .,..,„.„ 

Altili.ii  oni  40  C!olunin 

Alpkti.jmrtOCiitumn    

int'kKJei  Vif,  C64,  Alan  Cable 
Cjidf  a  DM1  Twij  Color  impact 
Gemini  lOX   ..  


$79 


$39 
M9 


$119 
$179 


$119 
$29$ 


Ok^la.  Epson.  Ciioli 
call  968  9128 


•TERMS  OFGUARATTTEE'  If  you  finda  price  (oi  any  sollware  t 


icr.™  ur  l.u*«An  I  iu;>  It  you  tinda  pr^e  to,  any  tallu/are  or  peripheral  in  this  issue  that  li  lower  than  our  adv^rliwd  price^ 
Valxl  only  on  pt.KfutI  iti  similar  m  snxk  conditions  Vaki  only  on  prices  .ippea ring  in  ptiiK,  in  this  issue  yunptoauctsappejtinginourid. 

ORDERING  &  TERMS:  Sent!  t,>sh«r  check,  money  order,  p.-rsonal.company  checks  allow  3  weeks  liatik  cleararu-,.  VJS  A/M,istvrCard  accepted,  Proyiilc  ,>li,.,ie  numlvr  with  order  SHIPPING 
aoltwateadd  W  DO  Hardwateadd  WOO  or  3*.  whichever  is  .jre.iler  Ari^ow  lesidenlsadd  hi.viks  tad.  Returns  musl  hauc  ,iulhorizalii>n  number  (call  602  Mfl  IJ128I  (oi  .lulhoriialiiin  nuitllwr)  All 
returned  nncrchandise  subject  to  reslr*:king  lee  ,,n,i  mu.t  come  with  M  original  packa.,in,l  Ntitelurns  allo«*d  alter  .10  days  from  shipping  dale  Pr«:ejare(iir  ca.b^  VISAandMa,teiC4fd«td3% 
PrKes  subject  to  change  ™ihou(  nom  e.  All  pnxluc  is  subject  to  .luaiabilily  Irom  manufsclurers  and  or  suppliers  i»p>-oto  "uo  ^ 


HINTSScTIPS 


Centering  VIC  Screens 


Mary  Conlin 


If  you've  discovered  a  clever  time-saving  tech- 
nique, or  a  brief  but  effective  programming 
shortcut,  send  it  in  to  "Hints  &  Tips,"  c/o  COM- 
PUTEl's  GA2ETTE  f  or  Commodore.  If  we  use  it, 
we'll  pay  you  $35. 


Some  V1C-20S  and  TV  sets  don't  match  up 
perfectly  —  the  screen  image  appears  to  be  a  little 
off-center.  This  is  called  overscan.  If  you  can't 
compensate  by  fiddling  with  the  TV  controls  —  or 
if  you  prefer  to  leave  the  TV  controls  as  they  are 
for  regular  TV  viewing  —  there's  a  way  to  adjust 
the  screen  from  the  computer. 

Two  memory  locations  inside  the  VIC  control 
the  horizontal  and  vertical  positions  of  the  screen 
image.  By  using  simple  POKE  statements  in 
direct  mode  or  within  a  program,  you  can  quickly 
adjust  the  screen  for  any  TV,  This  method  works 
on  a  VIC  of  any  memory  size.  You  can  restore  the 
screen  to  its  normal  position  at  any  time  by 
holding  down  the  RUN/STOP  key  and  pressing 
RESTORE. 

(The  Commodore  64  lacks  these  adjustments, 
but  has  much  less  need  for  them  because  its 
screen  image  is  smaller  than  the  VlC's  and  is  less 
subject  to  overscan.) 

Horizontal  Adjustments 

The  horizontal  screen  position  is  controlled  by 
memory  location  36880.  Normally  this  location 
contains  a  5.  POKEing  smaller  numbers  into  this 
location  moves  the  screen  left,  and  POKEing 
larger  numbers  moves  it  right.  For  example,  to 
move  the  screen  one  position  left,  type: 

POKE  36880,4  [press  RETURN  1 
Or,  to  adjust  the  screen  one  position  right, 
type: 

POKE  36880,6  [press  RETURN] 
If  your  screen  is  off-center  by  more  than  one 
position,  tr>'  POKEing  a  3  or  a  7,  etc.  Once  you 

162     COMPUTE! 'sGazctIr     JanuQryl984 


Centering  VIC  Screens  On  A  TV 


find  the  correct  value  for  your  particular  com- 
puter/TV combination,  you  can  include  the  state- 
ment at  the  beginning  of  all  your  BASIC  pro- 
grams so  the  adjustment  is  made  automatically 
whenever  you  type  RUN, 

Vertical  Adjustments 

The  vertical  screen  position  is  controlled  by 
memory  location  36881.  Normally  this  location 
contains  a  25.  POKEing  smaller  numbers  into  this 
location  moves  the  screen  up,  and  POKEing 
larger  numbers  moves  it  down.  For  example,  to 
move  the  screen  one  position  up,  type: 

POKE  36881,24  Ipress  RETURNl 
Or,  to  move  the  screen  one  position  down, 
type: 

POKE  36881,26  Ipress  RETURNl 
Using  numbers  too  high  can  move  the  screen 
completely  out  of  view.  If  this  happens,  simply 
POKE  back  the  25  or  press  RUN/ STOP- 
RESTORE.  Again,  once  you  find  the  best 
number,  you  can  include  this  statement  in  all 
your  BASIC  programs.  ® 


~^JB  DISTRIBUTORS. 
OME  STOP  SHOPPING  FOR 
COMMODORE  SYSTEMS. 


Qcommodore 

COMMODORE  BUSINESS 

SERIES 

SuperPel  (5  languages, 

2  processors) SI  059 

CBM  8032  Compjler,  80  Column  , . .      625 

CBM  Momory  Expansion,  64K 259 

CBM  8050,  1  mg.  Dual  Drive 995 

C8M  8250,  2  mg.  Duo!  Drive 1295 

C9M  09060,  5  mg.  Hord  Dtsk 1995 

CBM  09090,  7.5  mg.  Hard  Disk  ....    2250 
CBM  203 1.170K  Single  Drive  (New).,       295 

DC  Hayes  Smort  Modem 300 

BUSINESS  SOFTWARE-8032 

Word  Pro  4*  or  5* S  309 

IntoPro 219 

Administrator 489 

VisiCcic  (expanded) 199 

BPI A/R,  G/L,  Job  Cost,  Inventoiy, 

Payroll ea.325 

Commodore  64 Call 

INTERFACES  &  ACCESSORIES 

80  Column  Expander S  159 

VIC  1600  Modem 95 

VIC  1650  (outo  onswer.  outo  dial). . .      150 

VIC  1 525  Gropdic  Printer 225 

VIC  1 530  DalQsefte  Recorder 65 

VIC  1541  Disk  Drive 249 

VIC  Switch  (connect  6  64's  or  Vies 

to  printer,  dd) 1 49 

PET-IEEEcQble 33 

IEEE-IEEE  cable  C2m) 49 

5  Slot  Expander  tor  64 65 

Parallel  Intertace  (Epson,  Okidata, 

IDS,  NEC) .        70 

Programmers  Reference  Guide 18 

vemotim  Diskettes  (10  per  box) 26 

Hes  Modem 75 

ADA  1450 149 

ADA  1800  (New) 129 

Numeric  Keypad 35 

NEW  COMMODORE  PRODUCTS 

The  Executive  64 S  Call 

C8MB128-80 825 

CSM  B256-80 1095 

CBM  8X700 2990 

8  Series  Sofiwore. Call 

CBM  1520  Plotter 169 

CBM  1526  Printer 349 

SOFTWARE  FOR  CBM  64 
BUSINESS 
WofdPro3*/64 

w/Spell  Right  Plus S     79 

Spell  Right  Plus 55 

NOTE:  SJB  HAS  A  PULL  LINE  OF 


Cole  Resuii  (Advonced) 125 

Cole  Result  (Easy) 75 

Busicolc  II 95 

Mirage  Concepts 

(PowerTui  Data  Bose) 95 

M  File  (merge  with  WordPro) 89 

Home  utilities 49 

64  Moiling  List  (Galactic) 28 

The  Manager , 50 

Home  Accountont  (continental) 75 

Code  Writer 

(Writes  Basic  Programs) 95 

Stock  (investment  anotysrs) 80 

Agricultural  Management Coll 

General  Ledger,  A/R,  A/P.  P/R,  Inv.. . .  Coll 

RECREATION 
Assembler  Package  (cassette  or  disk, 

compiled,  includes  editor,  looder, 

disQssembler) S    39 

Sprite  Master  (occess) 30 

Neutral  Zone  (access) 35 

Space  Belt 19 

Coco  II  (build  your  own  games) 40 

Vic  Tree  (programmers  utilities) 75 

Micro-Term  (sove  to  printer,  disk) 39 

Hesmon 35 

Gothmogs  Lair. . . . , 30 

Road  Toad 15 

Commodore  Gomes Coll 

MONITORS  -  GREAT 
RESOLUTION  (04  OR  VIC) 

CBM  1701  Color  Monitor S  249 

Amdek  Color  Pius 299 

Panasonic  TR- 1 20  (w/speoker) 1 55 

Panasonic  CT-160 279 

BMC  (green  screen) 95 

Video/Audio  Coble 15 

PRINTERS  •  LETTER  QUALITY 

CBM  6400,  40  cps S)450 

Diolaio  620,  25  cps 949 

Tronstor  140  (serial) 1395 

Trorstar  130,  16  cps  (outo  load, 

wp  leatures!) 769 

NEC  3500  Series 1600 

NEC  7700  Series 2350 

Trorstar  120,  Heps 500 

PRINTERS  -  DOT  MATRIX 

CBM  8023,  150  Cps/grophlcs S  545 

CBM  4023  Printer 395 

Epson  FX  Printer,  1 60  cps 549 

Epson  MX-80  FT  w/groftrox Coll 

Epson  fX-100 859 

Oktdato  82A,  120  cps  (sefiol 

and  parallel) 429 

NEC  8023A  (porollel) 429 

COMPUTER  MEDIA  IN  STOCK,  CALL  OR 


OKidota  92 559 

Stor  Gemini,  lOX 329 

Stor  Gemini,  15 , 499 

Tronstor  315  (hi-res,  cotor) 575 


POLICY 

VISA/MASTERCARD 
C.O.D.  FOR  CASH 
OR  BANK  CHECK 

Minimum  S50,00  Order 

Add  3%  Surchorge  tor  Credit  Cords. 

Exact  Ireigrit  calculated. 

Prices  subject  to  change  without  notice. 

Products  shipped  wrth  monutocturer's  warranty. 

F.O.B.  Dollas,  Texas 

•Customer's  must  call  (or  reti^m  authorization 
before  returning  ony  product, 


PRODUCT  SELECTION  ADVICE 

CUSTOMER  SERVICE 

(2141343-1328 


SJB  DISTRIBUTORS  INC. 

10520  Piano  Rood,  Suite  206 
Dallas,  Texos  75238 

TO  ORDER 

CALL  TOLL  FREE 

800-527-4893 

800-442-1048 

(Within  Texas) 

Business  Hour^ 

Mon.  -  Fri.  8:30  to  5:30 

Saturday  10  to  2 


Write  tor  free  catolog. 
WRITE  FOR  MORE  INFORMATION. 


NEWSSc 
PRODUCTS 


VIC-20 

Spreadsheet 


Computer  Software  Associates 
has  released  a  VlC-20  version  of 
PractiCalc  Plus,  a  combination 
spreadsheet-data  base  manager 
program. 

The  program,  available  on 
tape  or  disk,  requires  a  16K  RAM 
card  expander. 

PractiCalc  Plus  allows  full 
use  of  mathematical  and 
trigonometric  function,  incorpo- 
rates search  r.nd  .sort  routines, 
and  has  a  single- key  histogram 
function.  The  program,  which 
sells  forS49.95  on  tape  and  $54.95 
on  disk,  can  be  useci  for  budget 
and  business  projections,  ex- 
pense tracking,  investments, 
and  inventory. 

Micro  Software  hitermtioiial,  Site. 

The  Silk  Mil! 

44  Oak  Street 

Newton  Upper  Palls,  MA  02164 

(617)  527-7510 


Space  Game 
For  VIC 


Ridi^c  Runner  is  a  machine- 
language  space  game  for  the 
unexpanded  VlC-2t). 

In  the  game,  produced  by 
Bytes  and  Bits,  you  maneuver 
your  multicolor  ship  through  a 
minefield  and  a  volley  from 
enemy  ships. 

164     COMPUTEI's  Caiolle    Jonuary  1984 


The  game,  which  requires  a 
joystick  and  sells  for  $14.95,  in- 
cludes a  horizontally  scrolling 
playfield,  multicolor  graphics, 
sound,  a  high-score  recorder, 
and  a  pause  option. 

Bytes  and  Bits 
524  East  Canlerburtf  Lane 
Phoenix,  AZ  85022 
(602)  942-1475 


Commodore  64 
Rescue,  VIC-20 
Educational 
Games 


Zeppelin  Rescue,  a  game  of  co- 
ordination and  skill  for  the  Com- 
modore 64,  and  several  educa- 
tional games  for  tlie  VIC-20  are 
available  from  Micro  Software 
Intemahonal. 

In  Zeppelin  Rescue,  you  must 
overcome  the  forces  of  gravity 
and  the  slow,  cumbersome  con- 
trols of  your  airship  to  rescue  the 
inhabitants  of  a  threatened  city. 
The  game  includes  five  city  sea  pes 
and  four  levels — daylight,  dusk, 
night,  and  dawn. 

The  program  is  available  on 
disk  for  $24,95,  or  on  cassette  for 
$19.95. 

The  VIC-20  programs  are  all 
available  on  cassette  and  require 
no  memor)'  expansion.  They  in- 
clude Malh  Duel,  a  basic  number 
skills  program  ft>r  students  in 
grades  1  through  6;  Tim/  Tutor,  a 


simple  math  problem  tutorial  for 
children  ages  2  through  7;  VIC 
Sketch,  a  drawing  program  with 
SAVE  and  PRINT  features;  and 
CotujHm'r,  which  teaches  the  rudi- 
ments of  music. 

Math  Duel  and  Tiny  Tutor  sell 
for  $19.95.  VIC  Sketch  and  Com- 
/wstT  are  $14.95  each. 

Micro  Software  International 

Ttw  Silk  Mill 

44  Oak  Street 

Nai'ton  Upper  Palls,  MA  02164 

(617)527-7510 


One-Handed 
Bridge 


Computer  Management  Corpo- 
ration has  released  Britt^iePra,  a 
program  that  will  allow  one  per- 
son and  a  Commodore  64  to 
enjoy  a  game  of  bridge. 

The  program,  which  is 
written  in  machine  language, 
takes  care  of  the  shuffling  and 
dealing,  and  will  bid  and  play 
three  hands. 

The  program  allows  replay- 
ing hands,  prevents  illegal  bids, 
and  offers  a  help  screen  on 
bidding  for  bridge  newcomers. 
A  game  for  two  players  is  among 
BriiigePro'^  other  options. 

BridgePro  is  available  on 
disk  for  $35. 

Computer  Management  Corporation 
Customer  Service  Center 
2424  Pxhaurne  Court 
Walnut  Creek,  CA  94596 


Help  For 
Programmers 


A  collection  of  worksheets, 
programming  aids,  grid-sheets, 
and  logs,  designed  to  help  sim- 
plify VIC-20  and  Commodore  64 
programming,  is  available  from 
PM  Products. 

Programmer's  Aids  and 
Logs  includes  a  guide  to  all  keys, 
POKES,  CHRS  codes,  and  char- 
acters; sound  and  music  work- 
sheets; a  condensed  BASIC- 
dictionary;  grids  for  screen  lay- 
out, custom  characters,  and 
sprites;  and  documentation 
worksheets  for  variable,  sub- 
routine, and  file  use. 

Also  included  are  cutout 
function  key  templates  and  a 
BASIC-Aid  reference  card.  The 
package,  which  sells  for  $9.95, 
contains  95  color-coded  pages 
and  is  punched  for  use  in  three- 
ring  binders. 

PM  Products 

4455  Torrance  Blvd.,  #177 

Torrance,  CA  90503 


Pro^rmmicr'fi  Mih  mid  Lo;^s  is  a  collection  of  worksheets,  reference  cards,  and 
proj^niiniiiini^  luds  for  the  ViC  or  64. 


Tax  Preparation 
Programs 


Northland  Accounting  has  pro- 
duced three  tax  preparation 
programs  for  the  Commodore 
64  and  VIC-20.  The  programs 
produce  a  line-by-line  readout  of 


IRS  Form  1040  and  related 
schedules.  Updates  for  new  tax 
years  will  be  published  annually, 

Tnxiiid  /  is  for  the  un ex- 
panded VIC-20.  The  program 
directs  its  output  to  the  monitor. 
Tnxmd  II  is  for  a  VIC-20  witli  16K. 
Output  can  be  directed  to  the 
monitor  or  a  printer.  Taxtiid  U!  is 
for  the  Commodore  64,  with 
output  directed  to  the  monitor 


or  printer. 

Taxaid  I  is  available  on  tape 
for  SI 9.95  or  on  disk  for  $24.95. 
The  other  two  versions  are  avail- 
able on  tape  for  $24.95  or  on  disk 
for  $29.95, 

Northland  Accounting,  Inc. 

Software  Department 

606  Secoud  Aiv. 

Two  Harbors,  MN  55616 

(218)834-5012 

COMPU  TEl'i  Cozette    Jonuoryl984     165 


NEWS&PRODUCTS 


Universal  Serial 
Cable 


Renaissance  Technology  has 
produced  the  Universal  Serial 
Cable,  which  simplifies  connec- 
tions between  RS-232  serial  com- 
puters and  peripheral  devices. 

Built  into  the  cable  connec- 
tors are  sets  of  DIP  switches  that 
can  be  set  according  to  the  re- 
quirements of  the  devices  being 
connected.  A  cross-reference 
chart  of  switch  settings  is  in- 
cluded with  the  cable. 

The  Universal  Serial  Cable 
sells  for  $62. 

RennissiiiiCL'  Technology  Corp, 
1070  Shari)  Circle 
Concord,  CA  94518 
(415)  676-5757 


Activity- 
Planning 
Software 


SEi  Enterprises  has  produced  a 
series  of  program.s  designed  to 
help  groups  of  users  plan  their 
activities. 

The  programs,  which  cover 
vacation,  menu,  and  spending 
plans,  allow  up  to  ten  partici- 
pants to  enter  their  preferences 
into  the  computer.  Each  person 
is  then  given  a  chance  to  vote  on 
the  suggestions  made,  and  the 
program  tallies  the  results  and 
generates  a  printout. 

The  initial  series  is  S24.95 
and  consists  of  four  programs. 
They  are  Acti-Trij),  for  trip 
planning;  Acti-Spctui,  for  spend- 
ing priorities;  Acti-Mi'iui,  for 

166     COMPUW.'sCazelte    January  1984 


The  Uiiiversid  Scriul  Cable  from  Renaissance  indmk'fi  DIP  switches  in  the 
connectors  to  eliminate  the  need  for  specially  wired  cables. 


meal  planning;  and  Acti-Phu/, 
designed  for  youngsters  hi  de- 
termine how  to  spend  their  free 
time. 

The  programs  are  available 
for  the  Commodore  64  and  the 
VIC-20  with  8K  expansion. 

SEI  Enterprise^T' 

1 7  Scrpi  Road 

Highland  Milts.  NY  10930 

Word  Processor 
For  Commodore 
64 


Ensi/  Script  64,  a  word  processing 
program  from  Commodore  Soft- 
ware, is  available  for  the  Com- 
modore 64. 

Features  of  the  program  in- 
clude selectable  display  colors; 
hunt  and  find;  search  and  replace; 
function  key  editing;  superscripts 
and  subscripts;  vertical  and  hori- 
zontal tabs;  and  the  ability  to 
transfer  words,  phrases  and 


blocks  within  text.  The  program 
includes  a  form-letter  command, 
and  it  offers  optional  sound  effect 
prompts. 

Eofl]/  Script  64,  which  sells  for 
$49.95,  also  is  compatible  with 
Ertst/  Spell  64,  Commodore's 
spelling  checker. 

Couiniodore  Softimre 
1200  Wilson  Drive 
West  Chester,  PA  19380 
(215)431-9100 

VIC  Memory 
Poster 


Kevco  has  produced  Inside  the 
VlC-20,  a  27  by  2Mnch  color 
poster  that  shows  the  important 
memory  locations  in  the  VIC. 

The  chart  includes  informa- 
tion on  the  BASIC  memory  map, 
video  screens,  sound  and  color, 
as  well  as  data  on  paddles,  joy- 
sticks and  light  pens. 

The  poster,  which  makes 
often-used  information  avail- 


NEWSScPRODUCTS 


able  at  a  glance,  sells  for  $6.95. 
A  Commodore  64  version  is 
forthcoming. 

Kevco  Electrotiic  and  Software 

Engineering 
480  Georgia  Court 
Oaremonl,  C A  91711 
(714)  626-4148 


Investment 
Manager 


Portfolio  Manager  is  an  investment 
management  program  for  the 
Commodore  64  or  16K  VIC-20 
computers. 

The  program,  which  is  the 
first  in  a  series  of  personal  fi- 
nance programs  planned  by 
Basic  Byte,  allows  the  user  to 
easily  record  and  compute  stock 
transactions.  Portfolio  Manager 
sells  for  $29.95. 

Basic  Byte,  Inc. 
13WS  Ludlow 

Huntington  Woods,  MI  48070 
aU)  545-6779 


Property 

Management 

System 


MicroSpec  has  introduced  its 
Rejital  Property  Manager  program 
for  the  Commodore  64. 

With  the  program,  a  land- 
lord can  keep  track  of  up  to  200 
rental  units  per  diskette.  The 
program  maintains  18  fields  per 
record,  including  information  on 
the  property  owner,  the  tenant, 
the  rent  payment  record,  and 


the  availability  of  the  unit. 

The  system,  which  requires 
one  disk  drive,  can  produce  a 
variety  of  reports  including  ten- 
ant lists,  overdue  rent  Hsts,  ex- 
pired lease  lists,  vacancy  lists, 
and  income  and  expense  reports. 

Rental  Property  Mnna<^er  sells 
for  $179.95. 

MicroSpec,  Inc. 
Box  836085 
Piano,  TX  75086 
(214)  867-1333 


Educational 
Games  For 
Commodore  64 


Bertamax  has  reached  agreement 
with  Commodore  Business 
Machines  to  convert  21  educa- 
tional programs  for  use  on  the 
Commodore  64, 

Among  the  programs  being 
converted  are  several  programs 
designed  for  children  in  kinder- 
garten through  third  grade.  The 
titles  include  Number  Match  It, 
Addition  Match,  Subtraction  Match, 
Multiplication  Match,  Dii'ision 
Match,  and  six  reading  programs 
in  the  Ston/  Mix  series. 

Other  programs  covered  in 
the  agreement  are:  Spelling  in 
Context,  a  308-Iesson  program 
available  for  grade  levels  one 
through  eight;  Math  Facts 
Games- Set  2,  a  series  of  four 
two-player  math  games;  and 
Number  Cruncher,  30  lessons  in 
math  and  problem-solving  skills. 
Bertamax,  Inc. 
3647  Stomivay  North 
Seattle.  WA  98103 
(206)  547-4056 


Spreadsheet  For 
VIC  And  64 


ESP>Calc  is  an  electronic  spread- 
sheet planning  calculator  for 
both  the  VIC  and  64. 

The  same  program  runs  on 
both  computers,  and  the  size  of 
the  spreadsheet  is  limited  only 
by  computer  memory.  The  man- 
ual includes  step-by-step  in- 
structions to  help  novice  spread- 
sheet users  become  accustomed 
to  the  program. 

ESP>Calc  is  designed  to 
handle  things  like  household 
budgets,  heat  and  electric  use, 
stock  portfolios,  and  rental  prop- 
erty analysis.  The  program  also 
includes  printer  options. 

The  cassette  version  of 
ESP>Calc  sells  for  $43.50;  the  di.sk 
version  is  $47.50. 

New  Leaf  Inc. 
120  Lyutthaven 
BcUfviUe,  IL  62223 

COMPUTEI'.s  GAZETTE  iivlcomes 
announcements  of  new  products  for 
VIC-20  and  Commodore  64  computers, 
especiaUy  products  aimed  at  beginning 
to  intermediate  users.  Please  semi  press 
relenses  and  photos  well  in  advaticc  to: 
Torn/  Roberts,  Aiisistant  Matunfiw,^ 
Editor,  COMPUTER'S  GAZETTE, 
P.O.  Box  5406.  Greensboro,  NC 27403. 

Neio  product  releases  are  selected  from 
submissions  for  reasons  o[  tiuicliness, 
iwailabie  sjiace,  and  general  itUcrcst  to 
our  readers.  VS/e  regret  thai  wcareu)mbie 
to  select  all  mm'  product  submissio)is  for 
publication.  Readers  should  be  aivare 
that  we  present  here  some  edited  version 
of  material  submitted  by  veiuiors  ami  are 
unable  to  vouch  for  its  accuracy/ at  time  of 
publication.  Q 

COMPUTEI'i  Cazsllc    Jamjory198'l     167 


How  To  Type  In 
COMPUTEVs  Gazette  Programs 


Many  of  the  programs  which  are  listed  in  COM- 
PUTE!'^  Gazette  contain  special  control  characters 
(cursor  control,  color  keys,  inverse  video,  etc. ). 
Tci  make  it  easy  lo  know  exactly  what  to  type  when 
entering  one  oi'  these  programs  into  your  com- 
puter, we  have  established  the  following  listing 
conventions. 

Generally,  any  VIC-2t)  or  Commodore  64 
program  listings  will  contain  bracketed  words 
which  spell  out  any  special  characters:  (DOWN} 
would  mean  to  press  the  cursor  down  key.  {5 
SPACES}  would  mean  lo  press  the  space  bar  five 
times. 

To  indicate  that  a  key  should  be  shifted  (hold 
down  the  SHIFT  key  while  pressing  the  other 
key},  the  key  would  be  underlined  in  our  listings. 
For  example,  S  would  mean  to  type  the  S  key 
while  holding  the  shift  key.  This  would  appear 
on  your  screen  as  a  "heart"  symbol.  If  you  find 
an  underlined  key  enclosed  in  braces  (e.g.,  {10 
N  1),  you  should  typo  the  key  as  many  times  as 
indicated  (in  our  example,  you  would  enter  ten 
shifted  N's}. 

If  a  key  is  enclosed  in  special  brackets,  [t^, 
you  should  hold  down  the  0)j»JH()(/n/r /vt-i/ while 
pressing  the  key  inside  the  special  brackets.  (The 
Commodore  key  is  the  key  in  the  lower  left  corner 
of  the  keyboard.)  Again,  if  the  key  is  preceded  by 
a  number,  you  should  press  the  key  as  many  times 
as  necessary. 

Rarelv,  you'll  see  a  solitary  letter  of  the  al- 
phabet enclosed  in  braces.  These  characters  can 
be  entered  on  the  Commodore  64  by  holding  down 


When  You  Read 

t CLEAR) 

{home} 


Piess: 


See;      When  You  Read: 


siiirr 


CLRiHowe 


CIR'HOMH 


tUP} 

Idown) 

J  LEFT ! 
t RIGHT) 
(RVS) 

{off) 
Ulk) 

{WHTj 

{red! 


[shift  j       ^  CRSR  ^    I  ^j 


♦  cRSk^    IE] 


SH[fT 


H-CRSR.»[H 


CTRL 


CTRL 


^CRSH-»] 

in] 

irvi  m 


CTRL 


{CYN} 
[PURj 
tGRN) 
iBLU) 
{YELJ 
ill 

m 

153 
163 


the  CTRL  key  while  typing  the  letter  in  the  braces. 
For  example,  {A}  would  indicate  that  you  should 
press  C'I'RL-A.  You  should  never  have  to  enter 
such  a  character  on  the  VlC-20,  but  if  you  do,  you 
would  have  lo  leave  the  quote  mode  (press  RE- 
TURN and  cursor  back  up  to  the  position  where 
the  control  character  should  go),  press  CTRL-9 
(RVS  ON),  the  letter  in  braces,  and  then  CTRL-0 
(RVSOFF). 

About  ihe  quote  iitode:  you  know  that  you  can 
move  the  cursor  around  the  screen  with  the  CRSR 
keys.  Sometimes  a  programmer  will  want  lo  move 
the  cursor  under  program  control.  That's  why 
you  see  all  the  {LEFT}'s,  {HOMEl's,  and 
{BLUl's  in  our  programs.  The  only  way  ihe  com- 
puter can  tell  the  difference  between  direct  and 
programmed  cursor  control  is  the  quote  mode. 

Once  you  press  the  quote  (the  double  quote, 
SHlFT-2),  you  are  in  the  quote  mode.  If  you  type 
something  and  then  try  to  change  it  by  moving 
the  cursor  left,  you'll  only  get  a  bunch  of  reverse- 
video  lines.  These  are  the  symbols  for  cui'sor  left. 
The  only  editing  key  that  isn't  programmable  is 
the  DFl^  key;  you  can  still  use  DHL  to  back  up  and 
edit  the  line.  Once  you  type  another  quote,  you 
are  out  of  quote  mode. 

You  also  go  into  quote  mode  when  you  IN- 
SerT  spaces  into  a  line.  In  any  case,  the  easiest 
way  to  get  out  of  qutite  mode  is  to  just  press  RE- 
TURN. You'll  then  be  out  of  quote  mode  and  you 
can  cursor  up  to  the  mistyped  line  and  fix  il. 

Use  the  following  table  when  entering  cursor 
and  color  control  keys: 


Press: 


CTRL 


See: 


IS 


CTRL 

1     ' 

CTRL 

7 

CTRL 

1    • 

11 

12 

U 

14 

n 

II, 

~" 

□ 


En 

C3 


0 


When  You  Read:      Press: 

E83 

(Fl)  ra? 

(F2)  IS 

[F4)  WE 

[F5)  BE 

[P6  3  OE 

tP7)  OS 

IFS)  OE 


See: 
□ 


UB     COMPUTEI'sGazeHc    January  1984 


A  Beginner's  Guide 
To  Typing  In  Programs 


What  Is  A  Program? 

A  computer  cannot  piTforni  any  task  by  itself. 
Like  a  car  without  gas,  a  com pu tor  has  iHiU'iitial. 
but  vvitht>ul  a  program,  it  isn't  going  anywhere. 
Most  of  the  prtigrams  published  in  COMPUTEl'ii 
Gazette  for  Qimmodore  are  written  in  a  computer 
language  called  BASIC,  BASIC  is  easy  to  learn 
and  is  built  into  al!  VIC-20s  and  Commodore  64s. 

BASIC  Programs 

Each  month,  COMPUTEI's  Gazette  for  Commodore 
publishes  programs  for  both  the  VIC  and  M.  To 
start  out,  type  in  only  programs  written  for  your 
machine,  e.g.,  "VIC  Version"  if  you  have  a  VIC-20, 
Later,  when  you  gain  experience  with  vour  com- 
puter's BASIC,  you  can  tr\'  typing  in  and  converting 
certain  programs  from  another  computer  to  yoiu's. 

Computers  can  be  picky.  Unlike  the  linglish 
language,  which  is  full  of  ambiguities,  BASIC  usu- 
ally has  only  one  "right  w^ay"  of  stating  something. 
Every  letter,  character,  or  number  is  significant.  A 
common  mistake  is  substituting  a  letter  such  as 
"O"  for  the  numeral  "0",  a  lowercase  "I"  for  the 
numeral  "I",  or  an  uppercase  "B"  for  the  niuneral 
"8".  Also,  you  must  enter  all  punctuation  such  as 
colons  and  commas  just  as  they  appear  in  the 
magazine.  Spacing  can  be  important.  To  be  safe, 
type  in  the-  listings  exact hf  as  they  appear. 

Brackets  And  Special  Characters 

The  e.vception  to  this  typing  rule  is  when  you  see 
the  curved  bracket,  such  as  "IDOWN}",  Any- 
thing within  a  set  of  brackets  is  a  special  character 
or  characters  that  cannot  easily  be  listed  on  a  print- 
er. When  you  come  across  such  a  special  state- 
ment, refer  to  "How  To  Type  In  COMPUTEI's 
Gazette  Programs." 

About  DATA  Statements 

Some  prtjgrams  contain  a  section  or  sections  of 
DATA  statements.  These  lines  provide  information 
needed  by  the  program.  Some  DATA  statements 
contain  actual  programs  (called  machine  language); 
others  contain  graphics  codes.  These  tines  are  espe- 
cially sensitive  to  errors. 

If  a  single  number  in  any  one  DATA  statement 
is  mistyped,  your  machine  could  "lock  up,"  or 
"crash."  The  keyboard  and  STOP  key  mav  seem 
"dead,"  and  the  screen  may  go  blank.  Don't  panic 
-  no  damage  is  done.  To  regain  control,  you  have 


to  turn  off  your  computer,  then  turn  it  back  on. 
This  will  erase  whatever  program  was  in  memor)', 
s(i  ahimjs  SAVE  a  eojn/  ofi/oiir  piv;^ratii  before  \/oii  RUN 
it.  If  your  computer  crashes,  you  cah  LOAD  the 
program  and  look  for  your  mistake. 

Sometimes  a  mistyped  DATA  statement  will 
cause  an  error  message  when  the  program  is  RUN. 
Tlie  error  me.ssage  mav  refer  to  the  program  line 
that  READs  the  data,  fite  envr  f's  still  in  tite  DATA 
slatenwuta,  though. 

Get  To  Know  Your  Machine 

You  should  familiarize  yourself  with  your  com- 
puter before  attempting  to  type  in  a  program. 
Learn  the  statements  you  use  to  store  and  retrieve 
programs  from  tape  or  disk.  You'll  want  to  save  a 
copy  of  your  program,  so  that  you  won't  have  to 
type  il  in  every  lime  you  want  tti  use  it.  Learn  to 
use  your  machine's  editing  functions.  How  do 
you  change  a  line  if  you  made  a  mistake?  You  can 
always  retype  the  line,  but  you  at  least  need  to 
know  how  to  backspace.  Do  you  know  how  to 
enter  inverse  video,  lowercase,  and  control  char- 
acters? It's  all  explained  in  your  computer's 
manuals. 

A  €tuick  Review 

1)  Type  in  the  program  a  line  at  a  time,  in  order. 
Press  RETURN  at  the  end  of  each  line.  Use  back- 
space or  the  back  arrow  to  correct  mistakes. 

2)  Check  the  line  you've  typed  against  the  line  in 
the  magazine.  You  can  check  the  entire  program 
again  if  you  get  an  error  when  you  RUN  the 
program. 

3)  Make  sure  you've  entered  statements  in  brack- 
ets as  the  appropriate  control  key  (see  "How  To 
Type  COMPUTEI's  Gazette  Programs"  elsewhere 
in  the  magazine.) 


Wc  rf>^yet  that  uv  ttre  not  able  to  respoiut  to  iiitliviiiual 
iiu]uiiicfinlHnit  /ird^^'ivvjHS,  invducls,  or  service::;  ap- 
pearing ill  COMPUTEI's  C.i/.ette  for  Coiiiuitkioiv 
due  to  njCTOis/jix  piil'licalion  (U'tii^itu-  Oir  those  iit' 
frequent  oe cantons  wlieii  a pidtlislieit  pio;^nini  contains 
a  typo,  tite  correction  will  appear  in  lite  iiui\;azine, 
nsnalhf  within  i'(\'/;/  uvcks.  !  ft/on  iiinv  specific 
tjtieslions  about  itents  or  piv^irants  which  poiive  seen 
in  COMPUTEI's  Gazetti?  for  Conunodoiv,  please 
send  titem  to  Gazette  fcedimck,  P.O.  Bo.x.5406, 
Greensboro,  NC  27403. 


COMPUWs  Gazelle    Januory  1984     169 


The  Automatic  Proofreader 


"The  Automntic  Proofreader"  will  help  you  type  in  program 
listings  from  CClMI'UTHI's  Giizi'tto  vvilhinM  typing  mistakes.  Il 
is  a  siiort  error-checking  progr.im  that  hides  itself  in  memory. 
When  activated,  it  lots  you  know  immediately  dfler  t\'ping  a 
line  from  a  program  listing  if  you  have  made  a  mistake. 
Please  read  these  instructions  carefully  before  typing  imy 
programs  in  COMPUTl-;!'sG,i/flUv 

Preparing  The  Proofreader 

1.  Using  the  listing  below,  type  in  the  Proofrt'ader.  The 
same  program  works  on  both  tlie  VIC-2t)  and  Commodore 
64.  Be  very  careful  when  entering  the  DATA  statements  — 
don't  type  an  I  instead  of  a  1 ,  an  O  instead  of  a  I),  extra 
commas,  etc, 

2.  SAVE  the  Proofreader  on  tape  or  disk  at  least  twice 
ivfcrc  rujiitin}^  it  for  tlw  first  time.  This  is  very  important  because 
the  Proofreader  erases  this  pari  of  ilsclf  when  you  first  type 
RUN. 

3.  After  the  Proofreader  is  SAVEd,  type  RUN.  It  will 
chock  itself  for  typing  enors  in  the  DATA  statements  and 
tvarn  you  if  there's  a  mistake.  Correct  any  errors  and  SAVI- 
the  corrected  version.  Keep  a  copy  in  a  safe  place  —  you'll 
need  it  again  and  again,  every  time  you  enter  a  program 
from  COMPUTI^I's Ga/etle. 

4.  When  a  correct  version  of  the  Proofreader  is  RUN,  it 
activates  itself.  You  are  now  ready  to  enter  a  program  listing. 
If  you  press  RUN/STOP-RHSTORE,  the  Proofreader  is  dis- 
abled. To  reactivate  it,  just  type  the  command  SYS  886  and 
press  RETURN. 

Using  The  Proofreader 

All  VIC  and  (A  listings  in  COMl'UTE!'.-;  Cwiicelte  now  have  a 
checksum  ;ji»/if)rr  appended  to  the  end  of  each  line,  for  example 
"rrem  123".  Don't  enter  this  sttilenh'iit  when  /j/;'('i,i;  hi  u  pmgmni. 
It  is  just  for  Vivur  information.  The  rem  makes  the  number 
harmless  if  sotneonc  does  tj'pc  it  in.  It  will,  howe\'er,  use  up 
memory  if  you  enter  it,  and  it  will  confuse  the  Proofreader, 
even  if  you  entered  the  rest  of  the  line  correctly. 

When  you  type  in  a  line  from  a  program  li.sting  and 
press  RETURN,  Ihe  Proofreader  displays  a  number  at  Ihe 
top  of  your  scri'en.  I'his  checksum  niiinhcr  must  mulch  the 
checksum  mimber  in  the  printed  listini^.  If  il  doesn't,  it  means 
you  typed  the  line  differently  than  the  way  it  is  listed.  Im- 
mediately recheckyour  typing.  Remember,  don't  lype  the 
rem  statement  with  the  checksum  number;  it  is  published 
only  so  you  can  check  il  against  the  number  which  appears     _ 
on  your  screen. 

The  Proofreader  is  nut  picky  with  spaces.  It  will  not 
notice  extra  spaces  or  missing  ones.  This  is  for  your  conven-  _ 
ience,  since  spacing  is  generally  not  important.  Hut  occasion- 
ally proper  spacing  is  important,  so  be  extra  careful  with 
spaces,  since  the  Proofreader  will  catch  practically  everything 
else  that  can  go  wrong. 

There's  another  thing  to  watch  out  lor:  if  you  enter  the 
line  by  using  abbreviations  for  commands,  the  checksum 
will  not  match  up.  But  llu-re  is  a  way  Iti  make  the  Proofreader 
check  it.  After  entering  Ihe  line,  LIST  it.  This  eliminates  the 
abbreviations.  Then  move  the  cursor  up  to  the  line  and  press 
RETURN,  It  should  now  match  the  checksum.  You  can  check 
whole  groups  of  lines  this  way. 

Special  Tape  SAVE  Instructions 

When  you're  done  typing  a  listing,  you  must  disable  the 
Proofreader  before  SAVEing  the  program  on  tape,  Disable 
170    COMFUm's  Gazelle    Januar/ 1984 


Ihe  I'roofreader  by  pressing  RUN/STOP-RESTORE  (hold 
down  the  RUN/STOP  key  and  sharply  hit  Ihe  RESTORE 
key).  This  procedure  is  not  nece.ssary  for  disk  S.AVEs,  hit  i/oti 
must  diml'lf  Ihe  Prwfremier  this  wm/  Iwfore  a  tape  SAVE. 

SAVE  to  tape  erases  the  Proofreader  from  memory,  so 
you'll  have  to  lOAD  and  RUN  it  again  if  you  want  to  lype 
another  listing.  SAVE  to  disk  does  not  erase  the  Proofreader. 

Replace  Original  Proofreader 

If  yuu  typed  in  Ihe  original  version  tif  Ihe  Proofreader  (Oc- 
tober 1983  issue),  you  should  replace  it  with  the  improved 
version  below.  We  added  a  POKE  to  Ihe  original  version  to 
protect  it  from  being  erased  when  you  LOAD  another  pro- 
gram from  tape.  The  POKE  does  protect  Ihe  Proofreader, 
and  the  I'roofreader  itself  was  not  affected.  I  lowever,  a 
quirk  in  the  VlC-2()'s  operating  system  means  lliai  programs 
typed  in  with  the  Proofreader  and  SAVCd  on  Uipe  cannot  be 
LOADed  properly  later.  If  you  LOAD  a  program  SAVEd 
while  the  Proofreader  was  in  memory,  you  see  ?LOAD 
ERROR,  rhis  applies  only  to  VIC  tape  SAVEs  (disk  SAVEs 
work  OK,  and  the  i|uirk  was  fixed  in  the  Commodore  64). 

If  you  have  a  program  typed  in  with  Ihe  original  I'roof- 
reader and  SAVKd  on  tape,  follow  this  special  LOAD 
procedure: 

1.  Turn  the  power  off,  Ihen  on. 

2.  LOAD  the  program  frt>m  tape  {disregard  the?LOAD 
ERROR). 

3.  Enter:  POKE43,PEEK(174):POKE46,PLEK(I75);CLR 

4.  ReSAVE  the  program  to  tape. 

The  program  will  LOAD  fine  in  the  future.  We  strongly 
recommend  that  you  type  in  the  new  version  of  the  Proof- 
reader and  discard  Ihe  old  one. 


Automatic  Proofreader  For  VIC  And  64 

100  PRINT" {CLRj PLEASE  WAIT. . . " : PORI=a86TO 

i0l8:READA:CK=CK+A:POKEI,A:NEXT 
H0  IF  CK<> 17539  THEN  PRINT" i DOWN] YOU  MAD 
E  AN  ERROR" SPRINT" IN  DATA  STATEMENTS. 
"  !  END 
120  SYS836:PRINT"{CLR) (2  DOWN) PROOFREADER 

ACTIVATED.": NEW 
886  DATA  173,036,003,201,150,208 
892  DATA  001,096,141,151,003,173 
898  DATA  037,003,141,152,003,169 
904  DATA  150,141,036,003,169,003 
910  DATA  141,037,003,169,000,133 
916  DATA  254,096,032,087,241,133 
922  DATA  251,134,252,132,253,006 
928  DATA  201,013,240,017,201,032 
934  DATA  240,005,024,101,254,133 
940  DATA  254,165,251,166,252,164 
946  DATA  253,040,096,169,013,032 
952  DATA  210,255,165,214,141,251 
958  DATA  003,206,251,003,169,000 
964  DATA  133,216,169,019,032,210 
970  DATA  255,169.018,032,210,255 
976  DATA  169,058,032,210,255,166 
982  DATA  254, 169, 00B, 133, 254, 172 
988  DATA  151,003,192,087,208,006 
994  DATA  032,205,189,076,23  5,003 
1000  DATA  032,265,221,169,032,032 
1006  DATA  210,255,032,210,255,173 
1012  DATA  251,003,133,214,076,173 
1018  DATA  &03 


1 


1kJ|¥  ^F  Machine  Language 
AVllitfk  Entry  Program 

For  Commodore  64  And  VIC- 20  Charles  Brannon,  Program  Editor 


MLX  is  a  labor-saving  utilit}'  ttiat  allows  almost 
failsafe  entry  of  machine  language  programs  pub- 
lished in  cOMPUTEI's  GAZETTE.  You  need  to  know 
nothing  about  machine  language  to  use  MLX — it 
was  designed  for  everyone.  There  are  separate 
versions  for  the  Commodore  64  and  expanded 
VIO20  (at  least  8K).  MLX  was  conceived  and  writ- 
ten by  Program  Editor  Charles  Brannon.  Important: 
MLX  is  required  to  type  in  the  maciiine  language 
programs  in  this  issue. 


MLX  is  a  new  way  to  enter  long  machine  liinguajL^e 
(ML)  programs  with  a  minimum  of  fuss.  MLX  lels  ycni 
enter  tfie  numbers  from  a  special  list  that  looks  similar 
to  BASIC  DATA  statements.  It  checks  your  typing  on  a 
line-by-line  basis.  It  won't  let  you  enter  illegal  charac- 
ters when  you  should  be  typing  numbers.  It  won't  let 
you  tmtor  numbers  greater  than  253  (forbidden  in  ML), 
it  won't  let  you  enter  the  wrong  numhers  on  the  wrong 
line.  In  addition,  MLX  creates  a  ready-to-use  tape  or 
disk  file.  You  can  then  use  the  LOAD  command  to  read 
the  program  into  the  computer,  as  with  any  program: 

LOAD  "filename",!,!     (for  tape) 
LOAD  "fileniime",8,l     (for  disk) 

l"o  start  the  program,  you  cntt-ra  SYS  ci>mmand 
that  transfers  control  from  BASIC  to  niachine  language. 
The  starting  SYS  number  always  appears  in  the  appro- 
priate article. 

Using  MLX 

Type  in  and  save  the  correct  version  of  MLX  for  your 
computer  (you'll  want  to  use  it  in  the  future).  When 
you're  ready  to  type  in  an  ML  program,  run  MLX, 
MLX  asks  you  for  two  numbers:  the  starting  address 
and  the  ending  address.  These  numbers  are  given  in 
the  article  accompanying  the  ML  program. 

You'll  see  a  prompt  corresponding  to  the  starting 
address.  The  prompt  is  the  current  line  you  are  entering 
from  the  listing.  It  ijicrea.ses  by  six  each  timi'  you  enter 
a  line.  That's  because  each  line  has  seven  numbers — six 
actual  data  numbers  plus  a  diccksutn  iiiiuibir.  The 
checksum  verifies  that  you  typed  the  previous  six  num- 
bers correctly.  If  you  enter  any  of  the  six  numbers 
wrong,  or  enter  the  checksum  wrong,  the  computer 
rings  a  buzzer  and  prompts  you  to  reenter  the  line.  If 
you  enter  it  correctly,  a  bell  tone  sounds  and  you  con- 
tinue to  the  next  line. 

MLX  accepts  only  numbers  as  input.  It  you  make 
a  typing  error,  press  the  INST/DEL  key;  the  entire 
number  is  deleted.  You  can  press  it  as  many  times  as 
necessary  hack  to  the  start  of  the  line.  If  you  enter 
three-digit  numbers  as  listed,  the  computer  automati- 
cally prints  the  comma  and  gcies  on  to  accept  the  next 
number.  If  you  enter  less  than  three  digits,  you  can 


press  either  the  comma,  SPACH  bar,  or  RETURN  key 
to  advance  to  the  next  number.  The  checksum  auto- 
matically appears  in  inverse  video  for  emphasis. 

MLX  Commands 

When  you  finish  typing  an  ML  listing  (assuming  you 
type  it  all  in  one  session)  you  can  then  save  the  com- 
pleted program  on  tape  or  disk.  Folknv  the  screen 
instructions.  If  you  get  any  errors  while  saving,  you 
probably  have  a  bad  disk,  or  the  disk  is  full,  or  you've 
made  a  typo  when  entering  the  MLX  program  itselL 

You  don't  have  to  enter  the  whole  ML  program  in 
one  sitting.  MLX  lets  you  enter  as  much  as  you  want, 
save  it,  and  then  reload  the  file  from  tape  or  disk  later. 
MLX  recognizes  these  commands: 

SHIFT-S:  Save  SHIFT-N:  New  Address 

SHIFT-L:  Load  SHIFT-D:  Display 

When  you  enter  a  command,  MLX  jumps  out  of 
the  line  you've  been  typing,  so  we  recommend  you  do 
it  at  a  new  prompt.  Use  the  Save  command  to  save 
what  you've  been  working  on.  It  will  save  on  tape  or 
disk  as  if  you've  finished,  but  the  tape  or  disk  won't 
work,  of  course,  imtil  you  finish  the  typing.  Remember 
what  address  you  stop  at.  The  next  time  you  run  MLX, 
answer  all  the  prompts  as  you  did  before,  then  insert 
the  disk  or  tape.  When  ytvu  get  to  the  entry  prompt, 
press  SI  UFT-L  to  reload  the  partly  completed  file  into 
memory.  Then  use  the  Neiv  Address  command  to 
resume  typing. 

To  use  the  New  Address  command,  press  SHIFT-N 
and  enter  the  address  where  you  previously  stopped. 
The  prompt  will  change,  and  you  can  then  continue 
typing.  Always  enter  a  New  Address  that  matches  up 
with  one  of  the  line  numbers  in  the  special  listing,  or 
else  the  checksum  won't  work.  The  Display  command 
lets  you  display  a  sectit>n  of  your  typing.  After  you 
press  SI HFT-D,  enter  two  addresses  within  the  line 
number  range  of  the  listing.  You  can  abort  the  listing 
by  pressing  any  key. 

The  special  MLX  commands  may  seem  a  bit  con- 
hising,  but  as  you  work  with  MLX,  they  will  become 
valuahle.  For  example,  what  if  you  forgot  where  you 
stopped  typing?  Use  the  Display  couimand  to  scan 
memory  from  the  beginning  to  the  end  of  the  program. 
When  you  reach  the  end  of  your  typing,  the  lines  will 
contain  a  random  pattern  of  numhers.  When  you  see 
the  end  of  your  typing,  press  any  key  to  stop  the  listing. 
Use  the  New  Address  command  to  continue  typing 
from  the  proper  location. 

You  can  use  the  Save  and  Ltvad  commands  to 
make  copies  of  the  completed  program.  Use  Load  to 
reload  the  tape  or  disk,  then  insert  a  new  tape  or  disk 
and  use  Save  to  make  a  nevv  copy. 

Be  sure  to  save  MLX;  it  will  be  used  for  futurOfML 
programs  in  COMVUnV.'s  GAZETTE. 
See  program  lisfhij^s  ini  jm^^e  TS4.  ^ 

COMPUTEI's  Gaielte    Joiigory  19B4     171 


SpeedScript 

(Article  o«  page  35.) 


BEFORE  TYPING... 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTEI's  Gazette  Programs/'  "A 
Beginner's  Guide  To  Typing  In  Programs/'  and 
"Tne  Automatic  Proofreader"  that  appear  before 
the  Program  Listings. 


Program  !: 

SpeedScrlpt — Commodore  64  Version 


2049 

:011 

008 

,010 

,000 

,158 

,050 

,238 

2055 

:048 

054 

,049 

,000 

,000 

,000 

,  158 

2061 

:032 

103 

,009 

,076 

,193 

,009 

,179 

2067 

tl65 

251 

,141 

,051 

,008 

,165 

,032 

2073 

:252 

141 

,052 

,008 

,165 

,253 

,128 

2079 

:141 

054 

,008 

,165 

,254 

,141 

,026 

2085 

:055 

008 

,166 

181 

,240 

,032 

207 

2091 

:169 

000 

141 

186 

026 

,160 

213 

2097 

:000, 

185 

000 

000 

153 

000 

131 

2103 

:000, 

200< 

204 

186 

026 

208, 

111 

2109 

:244, 

238 

052 

008 

238 

055, 

128 

2115 

I00S, 

224, 

000, 

240, 

007, 

202, 

236 

2121 

■  208, 

224, 

165, 

180, 

208, 

222, 

000 

2127 

1096, 

165, 

181, 

170, 

005, 

180, 

108 

2133 

:208, 

001, 

096, 

024, 

138, 

101, 

141 

2139 

:252, 

141, 

123, 

008, 

165, 

251, 

007 

2145 

il41, 

122, 

008, 

024, 

138, 

101, 

119 

2151 

:254, 

141, 

126, 

008, 

165, 

253, 

026 

21S7 

!141, 

125, 

008, 

232, 

164, 

180, 

191 

2163 

1208, 

004, 

240, 

013, 

160, 

255, 

227 

2169 

:185, 

000, 

000, 

153, 

000, 

000, 

203 

2175 

:136, 

192, 

255, 

208, 

245, 

206, 

089 

2181 

:123, 

008, 

206, 

126, 

008, 

202, 

038 

2187 

:208, 

234, 

096, 

169, 

040, 

133, 

251 

2193 

:195, 

133, 

020, 

169, 

004, 

133, 

031 

2199 

:196, 

169, 

216, 

133, 

021, 

173, 

035 

2205 

Jl82, 

026, 

133, 

155, 

173, 

183, 

241 

2211 

:026, 

133, 

156, 

162, 

001, 

173, 

046 

2217 

:ia5. 

026, 

133, 

012, 

173, 

195, 

125 

2223 

:026, 

141, 

032, 

208, 

160, 

000, 

230 

2229 

:173, 

194, 

026, 

145, 

020, 

177, 

148 

2235 

:155, 

153, 

196, 

026, 

200, 

041, 

190 

2241 

:127, 

201, 

031, 

240, 

019, 

192, 

235 

2247 

!040, 

208, 

235, 

136, 

177, 

155, 

126 

2253 

:041, 

127, 

201, 

032, 

240, 

005, 

083 

2259 

(136, 

208, 

245, 

160, 

039, 

200, 

175 

2265 

:132, 

167, 

136, 

185, 

196, 

026, 

035 

2271 

!l45, 

195, 

136, 

016, 

248, 

164, 

103 

2277 

:167, 

024, 

152, 

101, 

155, 

133, 

193 

2283 

!155, 

165, 

156, 

105, 

000, 

133, 

181 

2289 

:156, 

152, 

157, 

060, 

003, 

192, 

193 

2295 

:040, 

240, 

008, 

169, 

032, 

145, 

113 

2301 

:195, 

200, 

076, 

246, 

008, 

024, 

234 

2307 

(165, 

195, 

105, 

040, 

133, 

195, 

068 

2313 

!133, 

020, 

144, 

004, 

230, 

196, 

224 

2319 

:230, 

021, 

232, 

224, 

025, 

240, 

219 

2325 

:003, 

076, 

179, 

008, 

165, 

155, 

095 

2331 

:141, 

192, 

026, 

165, 

156, 

141, 

080 

2337 

;193, 

026, 

096, 

169, 

000, 

133, 

138 

2343 

:155, 

141, 

182, 

026, 

141, 

188, 

104 

2349 

i026. 

133, 

038, 

169, 

028, 

133, 

060 

2355 

:156, 

141, 

183, 

026, 

141, 

189, 

119 

2361 

:026, 

133, 

039, 

169, 

032, 

162, 

106 

2367  1179,160,255,198,156,145,132 

2373  : 155, 200, 230, 156, 145, 155,086 

2379  : 200, 208, 251, 230, 156, 202, 042 

2385  : 208, 246, 145, 155, 096, 133,040 

2391  : 167, 132, 168, 160,000, 177, 123 

2397  Jl67, 240,006, 032, 210, 255, 23  5 

2403  s200, 208, 246, 096, 169,012,006 

2409  :141, 195,026, 169, 038, 133,039 

2415  (001,169,011,141,194,026,141 

2421  (032,036,009,169,000,141,248 

2427  (185,026,032, 115, 015, 169, 153 

243  3  (255,141,138,002,032,245,174 

2439  :012,032, 150, 009, 169, 100,095 

2445  J 160, 025, 032, 086, 009, 238, 179 

2451  :184,026,096, 032, 166,009, 148 

2457  : 169, 085, 160, 02 5, 032, 086, 198 

2463  (009,169,000,141,184,026, 176 

2469  (096,162,039,169,032,157,052 

2475  (000,004, 202,016,250, 169,044 

2481  (019,076,210, 255,072,041,082 

2487  !128,074,133,167,104,041,062 

2493  (063,005,167,096,160,000,168 

2499  (177,038,133,002, 160,000, 193 

2505  (177,038,073,128,145,038,032 

2511  (032,142,008,032,228, 25  5, 136 

2517  (208,013, 165, 162,041,016,050 

2523  :240, 245, 169, 000, 133, 162,  144 

2529  :076, 199,009, 170, 160,000,071 

2535  (165,002,145,038,224,095,132 

2541  (208,012,032,160,011,169,061 

2547  S032, 160,000,145,038,076, 182 

2553  (193,009,173,184,026,240,050 

2559  (007,138,072,032,150,009, 151 

2565  (104,170,138,201,013,208,071 

2571  :002, 162, 095, 138, 041 , 127  ,  064 

2577  : 201, 032, 144, 070, 224, 160,080 

2583  (208,002,162,032, 138,072,125 

2589  :173, 185,026, 240,003, 032, 176 

2595  (140,014,104,032,181,009,003 

2601  (160,000,145,038,032,142,046 

2607  (008,056, 165,038,237,188, 227 

2613  (026,133,167,165,039,237,052 

2619  : 189, 026, 005, 167, 144,014,092 

2625  :165,038,105,000, 141,188, 190 

2631  (026,165,039, 105,000, 141,035 

2637  (189,026,230,038,208,002,002 

2643  (230,039,032,231,010,076,189 

2649  (193,009,138,174,125,010,226 

2655  1221,125,010,240,006,202,131 

2661  (208,248,076,193,009,202,013 

2667  Jl38,010, 170, 169,009,072, 163 

2673  (169,192,072,189, 162,010, 139 

2679  (072,189,161,010,072,096, 207 

2685  1035,029,157,137,133,002, 106 

2691  ! 012, 138, 134, 020, 148, 004, 075 

2697  (019,009,147,135,139,005,079 

2703  (136,140,022,145,017,159,250 

2709  : 018, 024, 026, 016, 028, 030, 035 

2715  (006,001,011,008,031,003,215 

2721  (150,011,159,011,170,011,161 

2  727  : 227, 011, 054, 012, 066, 012, 037 

2733  1080,012,179,012,231,013,188 

2739  (139,014,014,014,083,014,201 

2  745  (201,014, 225, 014, 253, 014, 138 

2751  (024,015,185,015,222,017,157 

275  7  (205,016,043,018,080,012,059 

2763  (179,012,111,018,118,019,148 

2  769  (023,020,028,012,108,020,164 

2  775  (186,017, 107,023, 002,014,052 

2  781  (039,020,244,012,210,02  3,001 


172     COMI'UTE!'',  CazDllD    January  1984 


2787  : 052, 025, 122,014,032,071,031 

2793  1011,056.165,038.237,182,154 

2799  1026,133,167,165,039,237,238 

2805  t 183, 026, 005, 167, 176, 030, 064 

2811  ;056, 173, 182, 026, 233, 000, 153 

2817  :133, 167,173,183,026,233, 148 

2823  !028,005, 167, 240,013, 165, 113 

2829  :  038, 141, 182, 026, 165, 039, 092 

2835  :141, 183,026, 032, 142,008,039 

2841  S056, 173, 192,026, 229,038, 227 

2847  :  133, 155, 173, 193,026,229, 172 

2853  : 039, 133 , 156 , 005, 155 , 240, 253 

2859  S002, 176,024, 024, 173, 182, 112 

2865  1026,109,061,003,141,182,059 

2871  t026, 173, 183, 026, 105, 000,  056 

2877  :141, 183, 026, 032, 142, 008, 081 

2883  ;076,025,011,096,056,173,248 

2889  1188,026,233,000,133,167,052 

2895  1173,189,026,233,207,005,144 

2901  :  167, 144, 010, 169,000, 141 , 204 

2907  : 188,026, 169, 207, 141, 189, 243 

2913  ;  026, 056, 165, 038, 233, 000, 103 

2919  :133, 167, 165, 039, 233, 028, 100 

2925  1005,167,176,009, 169, 000, 123 

2931  :133,038, 169,028,133,039, 143 

2937  :096,056,165,038,237,188,133 

2943  :026, 133, 167, 165, 039, 237, 126 

2949  :189, 026,005, 167, 176,001, 185 

2955  :096,173,18a, 026, 133, 038, 025 

2961  :173,189,026, 133,039,096,03  3 

2967  :230,038,20B,002, 230,039, 130 

2973  !076,231,010, 165,038,208, 117 

2979  1002, 198, 039, 198,038, 076, 202 

2985  :231,010, 165,038,133, 155,133 

2991  : 165,039, 133, 156, 198, 156, 254 

2997  :160, 255, 177, 155, 201,032, 137 

3003  : 240, 004, 201, 031, 208,003, 106 

3009  :136, 208, 243, 177, 155, 201,033 

3015  :032,240,008,201,031,240,183 

3021  : 004 , 136 , 208 , 243 , 096 , 1 32 , 000 

3027  :167, 056, 165, 155, 101, 167, 254 

3033  :  133, 038, 165,156,105,000,046 

3039  :133,039, 076, 231,010, 160, 104 

3045  ;000, 177, 038, 201,032, 240, 149 

3051  :008, 201, 031, 240, 004, 200, 151 

3057  j208, 243, 096, 200, 240, 025, 229 

3063  :177,038,201,032,240,247,158 

3069  :201,031,240,243,024,152,120 

3075  : 101, 038, 133, 038, 165, 039, 005 

3081  : 105, 000, 133,039,076,231,081 

3087  :010, 173, 188, 026, 133, 038,071 

3093  :173,189,026, 133,039,076, 145 

3099  : 013, 012, 169, 000, 141, 182, 032 

3105  :026, 173, 189,026, 056, 233, 224 

3111  :004, 201, 028, 176,002, 169, 107 

3117  :028, 141, 183,026,032, 142,085 

3123  :008,076,016,012,238,195,0a4 

3129  !026, 173, 195, 026, 041,015, 021 

3135  il41, 195,026,096, 238, 194, 185 

3141  !026, 173, 194,026,041, 015,032 

3147  : 141 , 194, 026, 076, 142 , 008, 150 

3153  :165,038,133,155,165,039,008 

3159  :133, 156, 198, 156, 160, 255, 121 

3165  :  177, 155, 201, 046, 240, 01 2, 156 

3171  : 201, 033, 240, 008, 201, 063, 077 

3177  j240, 004, 201,031, 208, 004, 02  5 

3183  :136, 208, 235,096, 177, 155,094 


3189  : 201,046, 240, 026, 201, 033, 096 
3195  : 240, 022, 201, 063, 240,018, 139 
3201  ; 201, 031, 240, 014, 136,203,191 
3207  !235, 198, 156, 165, 156, 201, 222 
3213  :000,176,227,076,169,012„033 
3219  ! 132, 167, 198, 167, 200, 240, 227 
322  5  1010,177,15  5,201,032,240,200 
3231  :247, 136,076, 210,011, 164,235 
3237  : 167, 076, 115,012, 169, 000, 192 
3243  : 13  3, 038, 169, 028, 133, 039, 199 
3249  :076, 231,010, 160,000,177,063 
3255  1038,201,046,240,029,201,170 
3261  :033, 240,02  5, 201,063, 240, 223 
3  267  :021, 201, 031, 240, 017, 200, 137 
3273  : 208, 235, 230, 039, 165,039,093 
3279  ! 205, 189,026, 240, 226, 144, 213 
3285  :224, 076,016, 012, 200, 240, 213 
3291  :250,177,03a,201,032,240,133 
3297  : 247, 201, 046, 240, 243, 201, 123 
3  303  103  3,240,239,201,063,240,223 
3309  :235, 201,031,240, 231,076, 227 
3315  :001,012, 169,000, 141, 130, 184 
3321  :027, 169, 208, 141, 131, 027, 184 
3327  5  032,166,009, 169, 120, 160, 143 
3333  : 025, 032, 086, 009, 169,001,071 
33  39  : 141, 184, 026, 096, 056, 165, 167 
3345  !038,233,000, 133, 167, 165,241 
3351  !039, 233,028, 005, 167, 208, 191 
3357  :003, 104,104,096, 165,038,027 
3363  :  133, 251, 165, 039, 133, 252, 240 
3369  1096,056,165,038,133,253,014 
3375  !073,255,101,251, 141, 134,234 
3381  5  027,165,039,133,254,073,232 
3387  1 255, 101, 252, 141, 135, 027,  202 
3393  tl65, 251, 141, 136,027, 165, 182 
3399  »252, 141, 137,027, 165, 253,022 
3405  :141, 138,027,133,251, 165, 164 
3411  : 254, 141, 139, 027, 133, 252, 005 
3417  :024, 173, 135, 027, 109, 131, 176 
3423  !027, 201,255, 144,020,032,006 
3429  :166,009, 169, 13  5, 160,025, 253 
3435  : 032, 086, 009, 169, 001, 141,033 
3441  :184,026, 169,000, 133, 198,055 
3447  : 096, 173, 130, 027, 133, 2 53, 163 
3453  :173, 131,027, 133,254, 173,248 
3459  : 134, 027, 133, 180, 024, 109, 226 
3465  : 130, 027, 141, 130,02  7,173,253 
3471  ;135,027,133, 181, 109,131,091 
3477  :027, 141, 131,027, 169,000,132 
3483  : 141, 026, 208, 169, 032, 133, 096 
3489  : 001, 032, 019, 008, 169,038,172 
3495  1133,001,169,001,141,026,126 
3501  !20B, 173, 136,027, 133, 251,077 
3507  :173, 137,027, 133,252, 173,050 
3513  :138, 027, 133, 253, 173, 139, 024 
3519  : 027, 133, 254, 056, 173, 188, 254 
3525  ;026, 229, 253, 133, 180, 173, 167 
3531  : 189,026, 229, 254, 133, 181, 191 
3537  :032,019,008,056,173,188,173 
3543  : 026, 237, 134,027, 141,188,200 
3549  :026, 173, 189,026, 237, 135, 239 
3555  : 027, 141, 189,026,096,032,226 
3561  :0i5, 013, 032, 160,011, 032, 240 
3567  :042,013,056,173,130,027,16a 
3573  : 233, 001, 141, 130,027, 173,182 
3579  ! 131,027, 23  3,000, 141, 131, 146 
3585  :027, 096, 032, 151,011, 032, 094 

COMPUTEfs  GaiOtc     JonuQryl984     173 


3591  1015,013,032,160,011,076,058 

3597  :042,013,032, 245, 012, 169,014 

3603  : 002, 133,  012,  032,  166,  009,  117 

3609  :169, 147, 160,02  5,032,086, 132 

3615  : 009, 032, 228, 255, 240,  2  51,022 

3621  !072,032, 150,009,104,041, 189 

3627  :191, 201,023, 208,009,032,195 

363  3  : 015, 01 3, 03 2, 171, 011, 076, 111 

3639  :042, 013, 201,019, 208, 009,035 

3645  :032,015, 013,032, 081, 012, 245 

3651  :076, 042, 013, 201,016, 208,  111 

365  7  1009,032,015,013,032,025,  199 

3663  :015,076, 042,013, 096, 056, 121 

3669  :165,03a, 237, 182,026,  133,098 

3675  :  167, 165, 039, 2  37, 183, 026, 140 

36S1  : 005, 167, 240, 011 , 173, 182, 107 

026, 13  3,038,173, 183,026,  170 

133,039,096,169,000,133,167 

038,169,028,133,039,076,086 

231,010,160,005,140,156,055 

027,032,140,014,172,156,156 

027, 136, 208, 244,076, 228,028 

011,024,165,038, 133,251,249 

105,001, 133, 253, 165,039,073 

13  3,252,105,000, 133,2  54,004 

056, 173,188,026, 229, 253,058 

133,180,173,189,026,229,069 

2  54,133,181,201,255,208,121 

006,169,001,133, 180, 230,126 

181,032,080,008, 160,000,130 

3  771  :169,032,145,038,238,188,229 

3777  1026,208,003,238,189,026,115 

3783  !076,013,012,173,185,026,172 

3789  : 073, 014, 141, 185,026,096,228 

3795  J 169, 162, 160, 025, 032, 086, 077 

3801  1009,03  2,228,2  55,240,251,208 

1201,089,096, 169,002, 133, 145 

1012,032, 166,009, 169, 185,034 

1160,025,032,086,009,032,067 

:2H,  014,  240,  003,  076,  150,167 

1009,162,25  5,154,076,013,148 

3837  1008, 160,000, 177,038, 201,069 

3843  : 031, 240, 015, 200, 208, 247, 176 

:230,039, 165,039, 205, 189, 108 

1026,144,238,076,016,012,015 

1200,076,001,012, 165,038,001 

:133, 155, 165,039, 133, 156,040 

1198,156,160,255,177,155,110 

3879  :201, 031, 240, 016, 136, 192, 087 

3885  i255, 208,245, 198, 156, 165,248 

156,201,028,176,2  37,076,157 

169,012,056,152,101,15  5,190 

133,155, 169,000, 101, 156,009 

133,156,056,165,155,229,195 

038,133,167,165,156,229,195 

039,005,167,208,018,132,138 

3927  1167,024,165, 155, 229, 167, 226 

3933  1133,155,165,156,233,000,167 

3939  1133,156,076,043,015,165,175 

3945  1155,133,038,165,156,133,117 

3951  1039,076,231,010,120,169,244 

3957  1127,141,013,220, 169,027,046 

3963  1141,017,208,169,146,141,177 

3969  1020,003,169,015, 141,021,242 

3975  1003,169,001,141,026,208,171 

3981  1 141 , 018, 208, 088, 096, 169,093 

3987  1058,164,012,205,018,208,044 

3993  1208,005, 169,001, 172,195,135 

1 7')     COMPUTEI's  Gazelfe    January  1 98'! 


3687 
3693 
3699 
3705 
3711 
3717 
3723 
3729 
3735 
3741 
3747 
3753 
3759 
3765 


3807 
3813 
3819 
3825 

3831 


3849 
3855 
3861 
3867 
3873 


3891 
3897 
3903 
3909 
3915 
3921 


3999  1026,140,033,208,141,018,213 

4005  :208, 201,001, 240,008, 169, 224 

4011  1001, 141, 025, 208, 076, 188, 042 

4017  i254, 169,001, 141,025,208,207 

4023  1076,049,234,173,141,002,090 

4029  1041,001,208,003,032,245,207 

4035  1012,032,166,009,169,200,015 

4041  t 160, 025, 032 , 086 , 009, 160, 161 

4047  1000,177,038,073, 128,145,000 

4053  1038,03  2,142,008,160,000,081 

4059  :177,038,073, 128, 145,038,050 

4065  1169,002,133,012,032,228,033 

4071  1255,240,251,009,064,201,227 

4077  1087,208,009,032,022,016,099 

4083  1032,228,011,076,037,016,131 

4089  : 201 , 083 , 208, 009 , 032, 022 , 036 

4095  1016,032, 180,012,076,037,096 

4101  1016, 201,080, 208,009,032,039 

4107  1022,016,032,2  54,014,076,169 

4113  1037,016,076,150,009,165,214 

4119  1038,133,253,141,045,027,148 

4125  1165,039,133,254,141,046,039 

4131  1027,096,056,165,038,133,038 

4137  1251,237,045,027,141,134,108 

4143  1027,165,039,133,252,237,132 

4149  1046,027,141,135,02  7,032,205 

4155  1065,013,17  3,045,027,133,003 

4161  1038,173,046,02  7,13  3,039,009 

4167  1032,142,008,076,206,015,038 

4173  1169,038,229,211, 141,190,031 

4179  1026,169,000,141,158,027,092 

4185  1160,000,169,156,032,210,048 

4191  1255,169,018,032,210,255,010 

4197  1169,032,032, 210, 255, 169,200 

4203  1157,032, 210, 255, 140, 191,068 

4209  1026,032,228,255,240,251,121 

4215  1172,191,026,133,167,169,209 

4221  : 146,032, 210, 255, 169,032, 201 

4227  1032,210,25  5,169,157,032,218 

4233  1210,255,169,155,032,210,144 

4239  1255,165,167,201,013,240,160 

4245  1046,201,020,208,015,136,007 

4251  1016,004,200,076,091,016,046 

42  57  1169,157,032,210,25  5,076,036 

4263  1091,016,041,127,201,032,163 

4269  1144,172,204, 190,026,240,125 

4275  1167,165,167,153,236,026,069 

4281  1032,210,255,169,000,133,216 

4287  1212,200,076,091,016,032,050 

4293  : 210, 255, 169, 000, 153, 236, 196 

4299  1026,152,096,032,166,009,172 

4305  1169,237,160,02  5,032,086,150 

4311  1009,032,051,017,176,031,019 

4317  1169,000,133,155,169,028,107 

4323  1133,156,174,188,026,172,052 

4329  1189,026,169,155,032,216,252 

4335  : 255, 176, 010, 032, 183, 255, 126 

4341  1041, 191, 208, 003, 076, 028, 024 

4347  1018, 240,039, 17  3,050,017,020 

4353  : 201, 008, 144,006,03  2, 169,049 

4359  1023, 076, 028, 017, 173, 050, 118 

4365  1017,201,001,240,249,032,241 

4371  1166,009, 169, 243, 160,025,023 

4377  1032,086,009,03  2,115,015,058 

4383  ! 169, 001, 141, 184,026,096, 136 

4389  :032, 166,009,169, 254,160,059 

4395  :025> 032, 086,009, 076,028, 043 

4401  1017,000,032,077,016,240,175 


4407  :024, 169, 029, 160, 026, 032,239 

4413  :086,009,032,228,255,240,143 

4419  :251, 162,008, 201,068,240,229 

442  5  :  01 2, 162, 001, 201, 084, 240,005 

4431  : 006, 032, 150, 009, 104, 104, 228 

4437  :096, 142,050,017, 169,001,048 

4443  ; 160, 000, 032, 186, 255, 160, 116 

4449  :  000, 224, 001, 240,042, 185,021 

4455  ;236,026, 201,064, 208,007,077 

4461  :  185 , 237 , 026, 201 , 058, 240, 032 

4467  !028, 169,048, 141, 020,027,  036 

4473  :169,058, 141,021,027, 185,210 

4479  : 236,026, 153,02  2,027,200,023 

4485  ; 204, 191,026, 144,244,240,158 

4491  :242, 200, 076, 156, 017, 185,247 

4497  :236,026, 153,020,027,200,039 

4503  :204, 191, 026, 208, 244, 140,  140 

4509  : 044, 027, 032, 166,009,169,092 

4515  :236, 160,026,032,086,009,  200 

4521  !  173, 044, 027, 162,020, 160,243 

4527  5  027,032, 189,255,169,013,092 

4533  :032, 210, 25  5, 076, 086, 018,090 

4539  :032, 166, 009, 169, 232, 160, 187 

4545  :02  5, 032, 086,009,03  2, 228, 093 

4551  2  2  55,240,251, 032,181, 009, 143 

4557  1009,128,072,173,185,026,030 

4563  : 240,003,032, 140, 014, 032, 160 

4569  ! 150, 009, 104,076,041 , 010, 095 

4575  (056,165,038,2  3  3,000,133,080 

45B1  :  167, 165,039, 233, 028,005,098 

4587  :  167, 240, 004, 169,005,133,185 

4593  1012,032, 166,009,169,049, 166 

4599  :160,026, 032, 086, 009,032,080 

4605  :051, 017, 165, 012, 201,005, 192 

4611  :240, 003, 032, 036, 009, 169, 236 

4617  :000, 166, 038, 164, 039, 03  2, 192 

4623  :  21 3, 255, 144,003,076, 252, 190 

4629  :016, 142, 188, 026, 140, 189, 210 

463  5  :026,032,231, 255,032, 166,001 

4641  J  009, 169,019,160,026,032, 192 

4647  : 086, 009, 076, 028, 017,032, 031 

4653  :166,009, 169,055,160,026, 118 

4659  1032,086,009,032,051,017,022 

4665  :169, 001, 162,000, 160,028,065 

4671  :032, 213, 255, 032, 183, 255,009 

4677  :041, 191, 240, 211, 032, 166, 182 

4683  1009,169,006,160,026,032,221 

4689  :086, 009,076, 028, 017, 120, 161 

4695  I 169, 000, 141, 026, 208, 141, 004 

4701  1033,208,169,049,141,020,201 

4707  1003,169,234,141,021,003,158 

4713  1169,255,141,013,220,088,223 

4719  1096, 169, 147,032, 210,255,252 

4725  1169,013,032,210,255,032,060 

4731  : 086, 018, 032, 162,018,169,096 

4737  1013,032,210,255,169,063,103 

4743  1160,026,032,086,009,032,224 

4749  :228, 255, 201,013,208,249,015 

4755  J032, 115,015, 076, 150,009,032 

4761  ! 032, 204, 255, 169,001,032,078 

4767  1195,255,096,032,2  31,255,199 

4773  (169,001,162,008,160,000,153 

4779  1032,186,255,169,002,162,209 

4785  :  078, 160, 026, 032, 189, 255 , 149 

4791  1032,192,255,176,221,162,197 

4797  !001,032,198,255,032,207,146 

4803  1255,032,207,255,032,207,159 

4809  1255,032,183,255,208,202,056 


4815  :032, 207, 255,240,197,032,146 
4821  :204, 255,032, 228, 255, 201, 108 
4827  ;032,208,005,032,22a,255,211 
4833  :240, 251, 162,001,032, 198,085 
4839  5  255,032,207,2  5  5,072,032,060 
4845  : 207, 255, 168, 104, 170, 152, 013 
4851  5  160,055,132,001,032,205,060 
4857  :189,160,054, 132,001, 169, 186 
4863  1032,032,210,255,032,207,255 
4869  1255,240,006,032,210,25  5,235 
4875  1076,003,019,169,013,032,067 
4881  1210,255,076,199,018,162, 169 
4887  1000,142,047,027,142,048,173 
4893  1027, 142,049,027,056, 177,251 
4899  1155,23  3,048, 144,042,201,090 
4905  1010, 176,038,014,047,027,097 
4911  1046,048,027,014,047,027,000 
4917  1046,048,027,014,047,02  7,006 
4923  1046,048,027,014,047,027,012 
4929  1046,048,027,013,047,027,017 
4935  1 141 , 047, 027, 200, 208, 212 , 138 
4941  1230,156,076,03  3,019,248,071 
4947  1173,047,027,013,048,027, 162 
4953  1240,023,056,173,047,027, 143 
4959  1233,001,141,047,027,17  3,205 
4965  1048,027,233,000,141,048,086 
4971  1027,238,049,027,076,083,095 
4977  1019,173,049,02  7,216,096,181 
4983  1056,173,130,027,23  3,000,226 
4989  1141,132,027,173,131,027,244 
4995  i233, 208,141, 133 , 027, 013, 118 
5001  1132,027,208,016,032,166,206 
5007  1009, 169,088,160,026,032,115 
5013  1086,009, 169, 001, 141, 184, 227 
5019  1026,096,024,165,038,133,125 
5025  :251, 109, 132,027, 133, 253,042 
5031  1165,039,13  3,252,109,13  3,230 
5037  1027,133,254,056,173,188,2  36 
5043  1026,229,251,133,180,173,147 
5049  1189,026,229,252,133,181,171 
5055  1024,101,254,201,207,144,098 
5061  1016,032, 166,009, 169,080, 157 
5067  1160,026,032,086,009,169,173 
5073  1001,141,184,026,096,032, 177 
5079  1080,008,024,173, 132,027,147 
5085  :  133, 180, 109. 188, 026 , 141 , 230 
5091  1188,026, 173, 133,027, 133, 139 
5097  :181,109,1S9,026, 141, 189,044 
5103  1026, 165, 038, 133, 253, 165, 251 
5109  1039,133,254,169,000,13  3,205 
5115  1251,169,208,133,252,169,153 
5121  1000, 141,026, 208, 169,03  2,065 
5127  1133,001,032,019,008,169,113 
5133  1038,133,001,169,001,141,240 
5139  1026,208,076,231,010,160,218 
5145  1000,17  7,038,170,200,177,019 
5151  1038,136,145,038,200,138, 214 
5157  1145,038,096,160,000,177,141 
5163  1038,041,063,240,010,201,124 
5169  1027,176,006,177,038,073,034 
5175  1064,145,038,076,151,011,028 
5181  1133,16  7,041,064,010,005,225 
5187  1167,041,191,133,167,041,039 
5193  1032,073,032,010,005,167,136 
5199  1096,005,075,066,005,058,128 
5205  1002,001,027,014,015,018, 162 
5211  1000,000,000,000,000,032, 123 
5217  1166,009,169,132,160,026,247 

COMPUTEI's  Gazarts    Januqryl9e4     175 


5223  :076, 086, 009,076, 129,021, 244 

5229  : 169, 004, 141,159,02  7,160,001 

5235  :007, 173, 141,002,041, 001, 224 

5241  : 240, 054, 032, 166, 009, 169, 02 3 

5247  : 107, 160, 026, 032, 086, 009, 035 

5253  :032, 228, 255, 240, 251, 056, 171 

5259  1233,048,201,003,144,217,217 

5265  : 201, 008, 176, 213 , 141 , 159, 019 

5271  :027,032, 166,009, 169,116, 158 

5277  ! 160, 026, 032, 086, 009, 032, 246 

5283  : 228, 255, 240, 251,056, 233, 146 

5289  : 048, 048, 190, 201, 010, 176,074 

5295  1 186, 168, 169, 001, 174, 159, 008 

5301  :027,032, 186,255, 169,000,082 

5307  !032, 189, 255,032,096, 020, 043 

5313  1032,192,255,162,001,032,099 

5319  ! 201, 255, 144, 003, 076, 129, 239 

5325  : 021, 169, 000, 133, 155, 169, 084 

5331  :028, 133, 156, 162, 000, 142,064 

5337  : 141, 027, 142, 140, 027, 142, 068 

5343  ;160, 027, 142, 161,027, 142, 114 

5349  : 154, 027, 189, 080, 020, 157, 088 

5355  1 146, 027, 232, 224,007, 208, 055 

5361  1245,169,255,141,155,027,209 

5367  (160,000,177,155,016,003,246 

5373  ;076,073,022,201,031,240,128 

5379  1034,153,050,027,200,238,193 

5385  Jl53,027,173,153,027,205,235 

5391  1147,027,144,230,136,140,071 

5397  :187, 026, 177, 155, 201,032,031 

5403  I  240, 009, 206, 153,027, 136, 030 

5409  : 208, 244, 172 , 187, 026, 140, 242 

5415  : 187, 026, 152,056, 101, 155, 204 

5421  1133,155,165,156,105,000,247 

5427  ! 13 3, 156, 160, 000, 173, 155, 060 

5433  !027, 201, 255, 208, 003,03  2, 015 

5439  ! 241, 021, 032, 038, 022, 173, 078 

5445  1187,026,141,186,026,169,036 

5451  :050, 133, 169, 169, 027, 133, 244 

5457  ! 170, 032, 104, 024,032,053, 240 

5463  1022,173,155,027,205,150,051 

5469  1027, 144,003,032, 153,021,217 

5475  1056, 165, 155, 237, 188,026, 158 

5481  :133, 167,165, 156,237,189, 128 

5487  1026,005,167,240,034,144,215 

5493  !032, 169,000,141,140,027, 114 

5499  : 141, 149,  027, 032, 153,021,  134 

5505  : 032 , 225, 255, 240, 251 , 169, 021 

5511  !013,032, 210,255,032, 204,  113 

5517  : 255 , 169, 001 , 032, 195 , 255 , 024 

5523  8  076,150,009,076,247,020,213 

5529  1056,173,148,027,237,155,181 

5535  :027, 168, 136, 136, 240,010, 108 

5541  !048, 008, 169, 013, 032, 210, 133 

5547  i255, 136,208,248, 173,141,052 

5553  :027,240,019,141,186,026,04a 

5559  :173, 144,027, 133, 169, 173, 234 

5565  :145, 02  7, 133, 170, 032,038, 22  2 

5571  1022,032,104,024,169,013,047 

5577  ;032, 210, 255,032, 210, 255, 171 

5583  1032,210,255,173,152,027,032 

5589  :208,026,032,204,2S5,032,202 

5  595  :166, 009, 169, 141, 160, 026, 122 

5601  :032, 086, 009, 032, 228, 255, 099 

5607  :240, 251,032,096,020, 162,008 

5613  : 001, 032, 201, 255, 238, 154,094 

5619  1027,173,140,027,240,019,101 

)76     COMPUTEI'i  Gaielte     Jaruory  1984 


5625 

5631 
5637 
5643 
5649 
5655 
5661 
5667 
5673 
5679 
5685 
5691 
5697 
5703 
5709 
5715 
5721 
5727 
5733 
5739 
5745 
5751 
5757 
5763 
5769 
5775 
5781 
5787 
5793 
5799 
5805 

5811 
5817 
5823 
5829 
5835 
5841 
5847 
5853 
5859 
5865 
5871 
5877 
5883 
5889 
5895 
5901 
5907 
5913 
5919 
5925 
5931 
5937 
S943 
5949 
5955 
5961 
5967 
5973 
5979 
5985 
5991 
5997 
6003 
6009 
6015 
6021 


: 141, 186 
:133,169 
:170,032 
:024,169 
:172,149 
:136,136 
:169,013 
i208, 248 
:146,027 
1210,255 
1172,151 
:155,027 
1013,032 
1250,096 
:127,032 
:144,007 
1076,075 
1221,162 
1208,248 
:157,027 
1138,010 
1169,022 
il89, 174 
1022,072 
1027,101 
il56, 105 
1247,020 
1240,001 
1096,010 
1084,066 
1192,022 

1220,022 
:250,022 
1045,023 
1027,200 
: 169, 001 
il51,022 
:141,146 
1200,032 
1027,076 
1022,019 
1151,022 
:141, 150 
1 200, 032 
1027,076 
1021,056 
:142,027 
:141,143 
1056,152 
1140,027 
:200,177 
1249,136 
1155,141 
: 105, 000 
1037,023 
1027,141 
; 151, 022 
1061,240 
1022,200 
1173,157 
: 202, 104 
1151,022 
:231,255 
j255,169 
1015,032 
i255, 144 
■009,169 


026,173 
173, 143 
038,022 
013,032 
027, 140 
240,010 
032,210 
096,169 
140,153 
136,208 
027,024 
141,155 
210,255 
141,157 
061,020 
201,058 
023, 174 
022,240 
206, 153 
076,000 
170,140 
072,169 
022,072 
096,056 
155,133 
000,133 
177,155 
136, 140 
087,065 
083,078 
201,022 

230,022 
004,023 
169,000 
076,151 
141,160 
200,032 
027,076 
022,019 
151,022 
141,149 
200,032 
027,076 
022,019 
151,022 
152,101 
165,156 
027,032 
237,156 
200,076 
155,201 
096,056 
144,027 
141,145 
056,152 
141,027 
200,177 
004,136 
032,022 
027,041 
157,087 
076,134 
169,000 
015,162 
186,255 
001,096 
062,032 


,142 

,027, 

,027 

,133, 

,032 

,104, 

,  210 

,255, 

,155 

,027, 

f,048 

,008, 

,255 

,136, 

,032 

,172, 

,027 

,032, 

,250 

,096, 

\,  152 

,109, 

,027 

,169, 

,136 

,208, 

,027 

,041, 

,201 

,049, 

,  176 

,003, 

,  162 

,022, 

[,012 

,202, 

,027 

,173, 

,021 

,202, 

,156 

,027, 

,134 

,072, 

,189 

,173, 

,173 

,156, 

,155 

,165, 

,156 

,076, 

,201 

,031, 

,156 

,027, 

,076 

,082, 

,072 

,070, 

,210 

,022, 

,240, 

022, 

,007, 

023, 

,141, 

152, 

,022, 

200, 

,027, 

076, 

,022, 

019, 

,151, 

022, 

,141, 

147, 

,200, 

032, 

,027, 

076, 

,022 

019. 

,151 

,022, 

.141 

151, 

,076, 

153, 

,155, 

141, 

,105, 

000, 

,037, 

023, 

,027, 

141, 

.151, 

022, 

,031, 

208, 

.152. 

101, 

,165, 

156, 

,027, 

032. 

,237. 

156, 

,200. 

076, 

,155, 

201, 

,076. 

106, 

.019, 

072, 

,015. 

170, 

.020, 

032, 

,022, 

032, 

,032, 

189, 

,008, 

160, 

.032, 

192, 

,032. 

166. 

,210. 

255, 

176 
009 
147 
202 
175 
089 
076 
192 
054 
178 
176 
221 
151 
015 
055 
160 
109 
186 
092 
078 
242 
245 
176 
194 
105 
001 
212 
087 
065 
108 
074 

167 
002 
209 
105 
009 
143 
010 
014 
223 
155 
173 
044 
048 
250 
121 
096 
166 
026 
135 
241 
065 
069 
249 
210 
167 
211 
190 
196 
162 
187 
028 
217 
116 
065 
053 
102 


6027 

!032,077,016, 240,025, 162,179 

6429 

6033 

:015,032, 201,255, 176,012,068 

6435 

6039 

1169,236,160,026,032,086,092 

6441 

6045 

: 009, 169, 013, 032, 210, 255,077 

6447 

6051 

1032,231,255,076,150,009,148 

6453 

6057 

!032,231,255, 169,000,032, 120 

6459 

6063 

! 189, 255, 169,015, 162,008, 205 

6465 

6069 

{160,015,032,186,255,032,093 

6471 

6075 

;192,255, 176,228,032, 166, 212 

6477 

6081 

:009, 162, 015, 032, 198, 255,096 

6483 

6087 

£032,077,016,032,231,255,074 

6489 

6093 

: 169,001, 141, 184,026, 096, 054 

6495 

6099 

1173,141,002,201,005,240,205 

6501 

6105 

!005, 173, 158,027, 208,03  7,057 

6507 

6111 

!032, 166,009, 169, 162, 160,153 

6513 

6117 

1026,03  2,086,009,032,077,235 

6519 

6123 

: 016, 208, 003, 076, 150, 009, 185 

6525 

6129 

:169, 001, 141,158,027, 141, 110 

6531 

6135 

: 184, 026, 169, 000, 133, 155, 146 

6537 

6141 

I 169, 028, 133,156,076,017,064 

6543 

6147 

:024, 165, 038, 133, 15  5, 165, 171 

6549 

6153 

:039, 133, 156, 160,001, 076,062 

6555 

6159 

:019,024, 160,000,162,000, 124 

6561 

6165 

; 189, 236, 026, 03 2, 181, 009, 182 

6567 

6171 

! 209, 155, 240,002, 162, 255, 026 

6573 

6177 

:200, 208,011,230, 156, 165, 235 

6579 

6183 

:156, 205, 189,026, 240,002,089 

6585 

6189 

:176, 035, 232, 236, 191, 026, 173 

6591 

6195 

:208, 224, 024, 152 , 101 , 155, 147 

6597 

6201 

:133,03a, 165, 156, 105,000, 142 

6603 

6207 

: 133, 039, 056, 165, 038, 2  37, 219 

6609 

6213 

:191,026, 133,038, 165,039,149 

6615 

6219 

: 233,  000,  133,039,076,  231,019 

6621 

6225 

:010,032, 166,009, 169, 172, 127 

6627 

6231 

:160, 026, 032, 086, 009, 169, 057 

6633 

6237 

: 001, 141, 184, 026, 169, 000, 102 

6639 

6243 

: 141,  158, 027, 096, 096, 160, 009 

6645 

6249 

:000, 204, 186,026, 240,248, 241 

6651 

6255 

! 177, 169, 048, 038, 032, 061, 124 

6657 

6261 

1020,032,021,025,032,210,201 

6663 

6267 

;255,  173,  161,027,240,010, 221 

6669 

6273 

:169,008,032,210,255,169,204 

6675 

6279 

1095,032,210,255,032,225,216 

6681 

6285 

:255,208,005,104, 104,076, 125 

6687 

6291 

!l29,021, 200,076, 106,024, 191 

6693 

6297 

: 140, 156, 02 7, 041, 12 7, 032, 164 

6699 

6303 

: 061, 020, 201, 049, 144, 017, 139 

6705 

6309 

: 201, 058, 176, 013, 041, 01 5, 15 7 

6711 

6315 

:170,202, 189,087,020,032, 103 

6717 

6321 

:210,255,076, 149,024, 201,068 

6723 

6327 

1067,208,026,056,169,080,021 

6729 

6333 

:  237, 186,026, 074, 056, 237, 23  7 

6735 

6339 

: 146, 027, 168,169,032,032,001 

6741 

6345 

:  210, 25 5, 136, 208, 250, 172, 152 

6747 

6351 

:156,027,076, 149,024, 201,072 

6753 

6357 

:069, 208,017,056, 173, 147,115 

6759 

6363 

£027,237,186,026,056,237,220 

6765 

6369 

£146,02  7,168,169,032,076,075 

6771 

6375 

£200,024,201, 085, 208, 008, 189 

6777 

6381 

£173,161,027,073,001, 141,045 

6783 

6387 

£161,027,201,035,240,003,142 

6789 

6393 

£076,149,024,140,156,027,053 

6795 

6399 

£174,154,027,169,000,160,171 

6801 

6405 

£055,132,001,032,205,189,107 

6807 

6411 

£160,054,132,001,172,156,174 

6813 

6417 

£027,076, 149,024, 174, 160, 115 

6819 

6423 

£027,240,026,133,167,041,145 

6825 

£127,201,065,144,018,201,017 
: 091, 176,014, 170,165, 167,050 
£041,128,073,128,074,074,047 
£133,167,138, 005, 167, 096, 241 
£032,166,009,056,169,000,229 
£237,188,026, 170,169,207,032 
£237, 189,026, 160,055, 132,096 
£001,032,205,189, 160,054,200 
£132,001,169,001, 141,184, 193 
£026, 095,014,008, 155, 211,081 
£080,069,069,068,211,067,141 
£082,073,080,084,000,032, 190 
£066,089,03  2, 195,072,065, 108 
:082,076,.069,083,032,194,131 
£082,06  5,078,078,079,078,061 
£000, 194,085,070,070,069,095 
£082,032, 195,076,069,065, 132 
£082,069,068,000,194,085, 117 
£070,070,069,082,032,198,146 
£085,076,076,000,196,069,133 
£076,069,084,069,032,040,007 
£211,044,215,044,208,041,150 
£000,058,032,193,082,069,083 
£032,089,079,085,032,083,055 
£  085 , 082 ,069,063,032, 040 , 032 
£  217, 047, 206, 041, 058, 000, 236 
:197, 210, 193, 211, 197, 032, 201 
£193,204,204,032,212, 197,209 
£216,212,000,197,082,065,201 
£083,069,032,040,211,044,170 
£215,044,208,041,058,032,039 
£018,210,197,212,213,210,251 

1206,146,032,084,079,032,032 

£069,088,073,084,000,203,232 

£069,089,058,000,211,065,213 

1086,069,058,000,212,065,217 

:080,069,03  2,197,210,210,019 

1207,210,000,211,084,079,018 

£080,080,069,068,000,214,000 

£069,082,073,070,089,032,166 

£197,082,082,079,082,000,023 

£  206, 079, 032, 069, 082,082, 057 

£079,082,083,000,147,032,192 

£018, 212, 146,065,080,069, 109 

£032,079,082,032,018,196,220 

£146,073,083,075,063,000, 227 

£204,079,065,068,058,000,011 

£214,069,082,073,070,089, 140 

£058,000,208,082,069,083,049 

£083,032,018, 210, 197, 212,051 

:213, 210, 206, 146, 000, 036, 116 

£048,206,079,032,210,079,221 

£079,077,000, 206,079,03  2,046 

£  084, 069, 088, 084, 032 , 073 , 009 

£078,032,066,085,070,070, 242 

£069,082,046,000,196,069,053 

£086,073,067,069,032,035,215 

£000,211,069,067,079,078,107 

£068,046,032, 193,068,068,084 

£082,046,032,035,000,208,018 

£082,07  3,078,084,073,078,089 

£071,000, 206, 069,088, 084, 145 

£  032 , 083 , 072 , 069 , 069 , 084 , 042 

£044,032,018,210,197,212,096 

:  21 3, 210, 206,146,000,200,108 

£085,078,084,032,070,079,079 

£082,058,000,206,079,084,166 

COMPUTSI's  Gaioltc    Januof  y  1 9iJ4     1 77 


6831  1032,198,079,085,078,068,203 

683  7  I  000, 000 , 000 , 000, 000 , 000, 181 

Program  2: 

SpeedScript— VIC-20  Version 

4609  : 01 1,018, 01 0,000, 158,052,250 

4615  ! 054, 050, 049, 000, 000, 000, 160 

4621  :032, 114,019, 076, 247, 019,008 

4627  :000, 000,000, 000, 000,000,019 

4633  :000, 000, 165, 251, 141, 059, 129 

4639  :018, 165,252,141,060,018, 173 

4645  : 165, 253, 141,062,018, 165,073 

4651  :254, 141,063,018, 166, 181,098 

4657  :240,032, 169,000,141, 129,248 

4663  :036, 160,000, 185,000,000, 180 

4669  : 153, 000, 000, 200, 204, 129, 23  5 

4675  :036, 208,244,238,060,018,103 

4681  : 238 , 063 , 018, 224, 000 , 240, 088 

4687  !007, 202, 208,224, 165, 180,041 

4693  :208, 222,096, 165, 181,170, 103 

4699  :005, 180,208,001,096,024,093 

4705  :138, 101,252,141,131,018,110 

4711  :165, 251,141, 130,018,024,064 

4717  !l38, 101,254,141,134,018,127 

472  3  1165,253,141,133,018,2  32,033 
4729  :  164, 180, 208,004, 240, 013, 162 

473  5  : 160, 2  55, 185,000,000, 153, 112 
4741  :000,000, 136, 192,255, 208, 156 
4747  !  245, 206, 13 1,018, 206, 134, 05 5 
4753  :018, 202, 208, 234,096, 169,048 
4759  :022, 133, 195, 133, 020, 169,055 
4765  :016,133,196, 169,148,133,184 
47  71  :021, 173, 125, 036, 133, 155, 038 
4777  !  173, 126, 036, 133, 156, 173, 198 

4783  : 128, 036, 032, 22 3, 019, 162, 007 

4789  :001, 160,000, 173, 137,036, 176 

4795  ! 145, 020, 177, 155, 15 3,  139,  208 

4801  :036, 200, 041, 127, 201, 031, 061 

4807  : 240, 019, 192,022, 208, 235,091 

481 3  :136, 177,155,041, 12  7,201,018 

4819  :032, 240,005, 136, 208,245,053 

4825  !  160,021, 200, 132, 167, 136, 009 

4831  : 185, 139, 036, 145,195,136,035 

483  7  !016, 248, 164, 167, 024, 152,  232 

4843  : 101, 155, 133, 15  5, 165, 156,076 

4849  :  105, 000, 133, 156, 152, 157, 176 

485  5  1060,003,192,022, 240,008,004 

4861  !l69,032,145,195,200,076,046 

4867  5  249,018,024, 165, 195, 105, 247 

4873  :022, 133, 195, 133, 020, 144, 144 

4879  :004,230,196, 230,021,232,  160 

4885  :  224, 02 3, 240, 003, 076, 182, 001 

4891  :018, 165, 155, 141, 135, 036, 165 

4897  1165,156,141,136,036,096,251 

4903  :173,019,018, 133, 155,141, 166 

4909  :  125, 036, 141, 131, 036, 133, 135 

4915  : 038, 173, 020, 018, 133, 156,077 

4921  :141,126,036,141, 132,036,  157 

4927  ! 133,  039, 056, 173, 022,018, 248 

4933  (237,020,018,170,169,032,203 

4939  1160,255,198,156,145,155,120 

4945  ;200, 230,156,145,155,200,143 

4951  :208, 251, 230, 156, 202, 208, 062 

4957  :246, 145, 155,096, 133,167,011 

4963  ;132,168, 160,000, 177,167, 135 

4969  1240,006,032,210, 255,200,024 

497  5  1208,246,096,169,001,141,204 

178     COMPUTEI's  Gazelle    January  1984 


4981 

1138,036,032,174,022,169,176 

4987 

[000, 141,019,018, 141, 021, "207 

4993 

:018, 141,023, 018, 141,025, 239 

4999 

5  018,024, 173, 130,002, 105,075 

5005 

:020, 141,020,018, 056, 173,057 

5011 

: 132,002, 23  3, 001, 141, 026, 170 

5017 

:018, 056, 233, 004, 141,024, 117 

5023 

1018,056,233,001,141,022,118 

5029 

£018,169, 000, 141, 137,036, 154 

5035 

:032, 039, 019, 169,000, 141,059 

5041 

:128, 036, 169, 255, 141, 138, 020 

5047 

5  002,032,121,023,032,203,084 

5053 

5  019,169,073,160,035,03  2,165 

5059 

5  097,019,169,000,141,127,236 

5065 

1036,096,162,021,169,160,077 

5071 

5 157,000,016,202,016,250,080 

5077 

Jl69,019, 032, 210, 255, 169,043 

5083 

:018,076, 210, 25  5, 141, 134,029 

5089 

: 002, 162,021, 157,000, 148,203 

5095 

: 202,016, 2  50, 096, 072, 041, 140 

5101 

5  128,074,133,167,104,041,116 

5107 

5  063,005,167,096,160,000,222 

5113 

5  177,038,133,002,160,000,247 

5119 

5  177,038,07  3,128,145,038,086 

5125 

:032, 150, 018, 173, 141,002,009 

5131 

£041,004,240,009,165,197,155 

5137 

:201,064,240,003,076,161,250 

5143 

5  020,032,228,255,208,013,011 

5149 

5  165,162,041,016,240,229,114 

5155 

5  169,000, 133, 162,076, 253,060 

5161 

:  019, 170, 160,000, 165,002,045 

5167 

5  145,038,224,095,208,012,001 

5173 

5  032,007,022, 169,032, 160,219 

5179 

1000, 145, 038,076, 247, 019, 072 

5185 

5  173,127,036,240,007,138,018 

5191 

:072,032, 187,019, 104, 170, 143 

5197 

5  138,201,013,208,002,162,033 

5203 

5  095,138,041,127,201,032,205 

5209 

5  144,092,224,160,208,002,151 

5215 

5  162,032,138,072,173,128,032 

5221 

5  036,240,003,032,007,02  5,188 

5227 

:104,032,235,019, 160,000, 145 

5233 

5  145,038,032,150,018,056,040 

5239 

5  165,038,2  37,131,036,13  3,091 

5245 

5  167,165,039,237,132,036,133 

5251 

5  005,167,144,014,165,038,152 

5257 

5  105,000,141,131,036,165,203 

5263 

:039, 105,000, 141, 132,036,084 

5269 

5  230,038,208,002,230,039,128 

5275 

5  032,067,021,076,247,019,105 

5281 

5 160,000, 165,002, 145,038, 159 

5287 

5  024,165,197,105,064,170,124 

5293 

5  132,162,165,162,201,006,233 

5299 

:208, 250, 132, 198, 138, 174, 255 

5305 

5  217,020,221,217,020,240,096 

5311 

5  006,202,208,248,076,247,154 

5317 

5019,202,138,010,170,169,137 

5323 

£019, 072, 169, 246, 072, 189, 202 

5329 

£254,020,072,189,253,020,249 

5335 

£072,096,035,029,157,137,229 

5341 

:133,099,085, 138, 134,020,062 

5347 

5  148,082,019,076,147,135,066 

5353 

£139,113,136,140,091,145,229 

5359 

5  017,121,074,090,097,077,203 

5365 

5  070,118,072,081,108,107,033 

5371 

£110,003,252,021,006,022,153 

5377 

5  018,022,076,022,162,022,067 

5383 
5389 
5395 
5401 
5407 
5413 
5419 
5425 
5431 
5437 
5443 
5449 
5455 
5461 
5467 
5473 
5479 
5485 
5491 
5497 
5503 
5509 
5515 
5521 
5527 
5533 
5539 
5545 
5551 
5557 
5563 
5569 
5575 

5581 
5587 
5593 
5599 
5605 
5611 
5617 
5623 
5629 
5635 
5641 
5647 
5653 
5659 
5665 
5671 
5677 
5683 
5689 
5695 
5701 
5707 
5713 
5719 
5725 
5731 
5737 
5743 
5749 
5755 
5761 
5767 
5773 


:193 

022< 

208, 

022,055, 

023, 

:094 

024, 

006, 

025,133, 

024, 

:203 

024 

068, 

025,092, 

025, 

:122 

025 

149, 

025,241, 

025, 

:255 

027 

242, 

026,083, 

028, 

:208 

022 

055, 

023,127, 

028, 

:120 

029 

013 

030, 134 

022, 

:098 

030 

219 

027,105 

033, 

:121 

024 

029 

030, 120 

023, 

:208 

033 

046 

035,245 

024, 

:032 

165 

021 

056,165 

038, 

!237 

125 

036 

13  3,167 

165, 

1039 

237 

126 

036,005 

167, 

;176 

032 

056 

173,125 

036, 

:237 

019 

018 

133,167 

173, 

:126 

,036 

237 

020,018 

005, 

:167 

240 

013 

165,038 

141, 

:125 

036 

165 

039,141 

126, 

:036 

032 

150 

018,056 

173, 

:135 

036 

229 

038,133 

155, 

:173 

136 

036 

229,039 

133, 

:156 

,005 

,155 

240,002 

176, 

:024 

,024 

,173 

125,036 

109, 

1061 

,003 

,141 

,125,036 

,173, 

il26 

,036 

,105 

000,141 

126, 

!036 

,03  2 

150 

,018,076 

,119, 

:021 

,096 

,056 

,173,131 

036, 

:237 

,021 

,018 

133,167 

,173, 

;132 

,036 

237 

022,018 

005, 

:167 

,144 

,012 

173,021 

,018, 

:141 

,131 

,036 

173,022 

,018, 

:141 

,132 

,036 

056,165 

,038, 

:237 

,019 

,018 

133,167 

,165, 

:039 

237 

020 

018,005 

167, 

:176 

011 

173 

019,018 

133, 

i038 

173 

020 

018,133 

039, 

1096 

056 

165 

038,237 

131, 

1036 

133 

167 

165,039 

237, 

1132 

036 

005 

167,176 

001, 

1096 

173 

131 

036,133 

038, 

;173 

132 

036 

133,039 

096, 

i230 

038 

208 

002,230 

039, 

.032 

067 

021 

096,165 

038, 

t208< 

002, 

198, 

039,198, 

038, 

1032 

067, 

021, 

096,165, 

038, 

Jl33 

155 

165, 

039,133, 

156, 

1 198, 

156, 

160, 

255,177, 

155, 

:201 

032, 

240, 

004,201, 

031, 

I  208 

003, 

136, 

208,243, 

177, 

;155 

201 

032, 

240,008, 

201, 

:031 

240 

004, 

136,208, 

243, 

:096 

132 

167, 

056,165, 

155, 

:101 

167 

133, 

038,165, 

156, 

:105 

000 

133, 

039,032, 

067, 

J021 

,096 

160 

000,177 

038, 

;201 

032 

240 

008,201 

031, 

I  240 

,004 

200 

208,243 

096, 

:200 

,240 

026 

177,038 

201, 

:032 

,240 

,247 

201,031 

240, 

s243 

,024 

,152 

101,038 

133, 

:038 

,165 

,039 

105,000 

133, 

:039 

,032 

,067 

,021,096 

173, 

il31 

,036 

,133 

038,173 

132, 

S036 

,133 

,039 

,076,118 

022, 

J 169 

,000 

,141 

,125,036 

173, 

!l32 

,036 

,056 

,233,004 

205, 

018 

5779 

:020, 

018, 

176,003,173,020,045 

063 

5785 

:0ia. 

141, 

126,036,032,150,144 

200 

5791 

:018, 

076, 

122,022,238,138,005 

100 

5797 

:036, 

173, 

138,036,041,015,092 

180 

5803 

:141, 

138, 

036,010,010,010,004 

244 

5809 

:010, 

133, 

167, 173, 138,036,066 

135 

5815 

1041, 

007, 

024, 105,008,101,213 

049 

5821 

;167, 

141, 

015,144,096,238,222 

146 

5827 

:137, 

036, 

173, 137,036,041,243 

140 

5833 

:007, 

141, 

137,036,032,150,192 

032 

5839 

:018, 

096, 

165,038,133,155,044 

168 

5845 

:165, 

039, 

133,156,198,156,036 

177 

5851 

:160, 

255, 

177,155,201,046,189 

171 

5857 

;240, 

012, 

.201,033,240,008,191 

070 

5863 

:201, 

063, 

240,004, 201,031,203 

027 

5869 

:208, 

004, 

136,208,235,096,100 

099 

5875 

!l77. 

155, 

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180 

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COMPUTEI's  Coaette    January  1 984 

179 

6181 
6187 
6193 
6199 
6205 
6211 
6217 
6223 
6229 
6235 
6241 
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6259 
6265 
6271 
6277 
6283 
6289 
6295 
6301 
6307 
6313 
6319 
6325 
6331 
6337 
6343 
6349 
6355 
6361 
6367 
6373 
6379 


:173,079, 
: 080, 037, 
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:229,253, 
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: 027, 018, 
:237,077, 
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:141,132, 
: 023, 032, 
:023,056, 
: 001, 141, 
:037,233, 
:096,032, 
:023,032, 
:023,032, 
:032,223, 
:169,115, 
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!l67,165, 
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037,133, 
133,252, 
253, 173, 
056,173, 
133, 180, 
254, 133, 
056,173, 
037,141, 
036,237, 
036,096, 
007,022, 
173,073, 
073,037, 
000,141, 
253,021, 
007,022, 
121,023, 
019,032, 
160,035, 
228,255, 
187,019, 
023,208, 
032,019, 
201,019, 
023,032, 
023,201, 
149,023, 
178,023, 
237,125, 
039, 237, 
240,011, 
038,173, 
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251,173,115 
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082,037,252 
131,036,070 
173,132,137 
181,032,164 
131,036,002 
131,036,226 
078,037,010 
032,149,165 
032,178,135 
037, 233,186 
173,074,096 
074,037,125 
032,149,192 
076,178,209 
169,002,247 
203,019,155 
032,097,241 
240,251,152 
104,041,100 
009,032,059 
022,076,234 
208,009,045 
209,022,136 
016,208,121 
032,150,076 
096,056,141 
036,133,171 
126,036, 213 
173,125,170 
126,036,253 
019,018,195 
018,133,238 


6409 
6415 
6421 
6427 
6433 
6439 
6445 
6451 
6457 


6385  :039,032, 067,021, 096, 160, 144 
6391  :005, 140,099,037,032,007,055 
6397  :025, 172, 099, 03  7, 136, 208, 162 
6403  : 244, 076, 077 , 022 , 024, 165 , 099 
:038, 133,251, 105,001, 133, 158 
: 253, 165, 039, 133, 252, 105, 194 
1000,133,254,056, 173, 131,000 
:036, 2  29, 25  3, 133, 180, 173,007 
:  132, 036, 229, 254, 133, 181, 230 
: 201. 255, 203, 006, 169,001, 111 
:  133, 180, 230, 181,032,088, 121 
: 018, 160, 000, 169,032, 145,063 
:03a, 238, 131,036, 208, 003, 199 
6463  : 238, 132, 036,076, 118,022, 173 
6469  !l73, 128,036,073,006,141, 114 
5475  ! 128, 036, 096, 169, 130, 160,026 
6481  :  03 5, 03 2, 097, 01 9, 03 2, 228, 01 2 
6487  :255, 240, 251, 201,089,096, 195 
6493  : 032, 203, 019, 169,141,160,049 
1035,032,097, 019, 169, 002, 197 
:032, 223, 019,03  2, 078,02  5,002 
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!  162,  255,  154,  076,  013,  018,  027 
:  160,000, 177, 038, 201, 031, 218 
:  240,015, 200, 208, 247, 230, 245 
:039,165,039,205, 132,036,239 
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6547  1076,106,022,165,038,133,175 
6553  ;  155, 165, 039, 133, 156,198,231 
6559  : 156, 160, 255, 177, 155, 201, 239 
[031,240,017,136,192,255,012 
:208, 245, 198, 156,165, 156,019 
[205,020,018, 176,236,076, 140 


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180     COMPUT£l'$  Caielte    Jpnuoryi984 


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144 
211 
000 
082 
082 
070 
085 
076 
211 
000 
063 
197 
212 
082 
211 
058 
210 
089 
069 
069 
210 
080 
082 
082 
079 
082 
212 
079 
073 
079 
069 
000 
032 
210 
206 
077 
069 
032 
082 
073 
211 
046 
046 
073 
000 
083 
032 
210 
078 
058 
198 
000 


074 
096 
021 
173 
032 
127 
211 
067 
194 
032 
069 
070 
076 
069 
044 
058 
032 
210 
197 
065 
044 
060 
206 
058 
058 
032 
000 
069 
073 
082 
032 
083 
146 
082 
083 
065 
082 
208 
018 
206 
079 
000 
088 
066 
046 
067 
069 
032 
032 
078 
206 
072 
146 
206 
084 
000 
079 
000 


041 
235 
039 
050 
024 
161 
068 
129 
084 
241 
139 
076 
137 
087 
087 
179 
161 
246 
161 
153 
122 
019 
135 
142 
156 
131 
201 
032 
197 
249 
181 
186 
014 
128 
019 
219 
230 
243 
118 
237 
022 
246 
077 
146 
209 
028 
215 
175 
044 
037 
079 
001 
023 
065 
056 
174 
025 
096 


BEFORE  TYPING... 

Before  typing  in  programs,  please  refer  lo  "How 
To  Type  COMPUTEl's  Gazette  Programs,"  "A 
Beginner's  Guide  To  Typing  In  Programs,"  and 
"The  Automatic  Proofreader"  that  appear  before 
the  Program  Listings. 


COMFUTEI-i  Caieltc     Jonuary  1984     183 


MLX  For  VIC  And  64 

(Article  on  page  171.) 

Program  1 :  mlx— 64  version 

100  PRINT"{CLR}{CYN)"fCHR$(142);CHR${8);i 
POKE5328l,liPOKE53280,l        :rem  73 

101  POKE  788,52iREM  DISABLE  RUN/STOP 

:rem  119 
110  PRINT" {RVSl [40  SPACES) "f  srem  176 
120  PRINT" {RVS} {15  SPACES} [RIGHT} [OFF} 

i*E£fRVS} [right}  {right} {2  SPACES} 

E*gT0FF)E*3£[RVS}£{RVS} 

[13  SPACES}"^;  r  rem  250 

130  PRINT" [RVS} [15  SPACES} [RIGHT}  gG^ 

(RIGHT)  [2  RIGHT}  EoFF3£( RVS}£EAg 

{0FF)g*3(RVS} (13  spaces!" r   srem  35 
140  PRINT" [RVS} [40  SPACES}"       :rem  120 
200  PRINT" [2  DOWN} [PUR} [BLK} [3  SPACESJA  F 

AILSAFE  MACHINE  LANGUAGE  EDITOR 

(5  DOWN}"  irem  130 

210  PRINT"E5^[2  UP} STARTING  ADDRESS? 

[8  SPACES} [9  LEFT}";  t rem  143 
215  INPUTS!F=l-F!C$=CHR${31+119*F!rera  125 
220  IFS<256OR(S>40960ANDS< 49152 )ORS> 53247 

THENGOSUa3000!GOTO210  srem  235 
225  PRINT: PRINT: PRINT  : rem  180 

230  PRINT" §53 (2  UP  3  ENDING  ADDRESS? 

(a  SPACES} [9  LEFT]"; :INPUTEsF=l-F:C$= 

CHR$(31+119*F)  :rem  20 

240  IFE<256OR(E>40960ANDE<49152}ORE> 53247 

THENGOSUB3000:GOTO230  :rem  183 
250  IFE<STHENPRINTC$;"[RVS}ENDING  <  START 

(2  SPACES} ":GOSUB1000: GOTO  230 

:rem  176 
260  PRINT:PRINT;PRINT  :rem  179 

300  PRINT" (CLR) ";CHR$(14) :AD=S: POKEV+21 , 0 

:rem  225 
310  PRINTRIGHT?("0000"+MID?(STR5{AD),2), 5 

);";";  :F0RJ=1T06  :rem234 

320  GOSUB570:IFN=-lTHENJ=J+t!l:GOTO320 

irem  228 
390  IFN=-211THEN  710  irem  62 

400  IFN=-204THEN  790  :rem  64 

410  IFN=-206THENPRINT: INPUT" (D0WN}ENTER  N 

EW  ADDRESS"jZZ  :rem  44 

415  IFN=-206THENIFZZ<SORZZ>ETHENPRINT" 

[RVS30UT  of  RANGE":GOSUB1000:GOTO410 

: rem  225 
417  IFN=-206THENAD=ZZ t PRINT :GOTO310 

:rem  238 
420  IF  No-196  THEN  480  :  rem  133 

430  PRINT: INPUT"DISPLAY:FROM";F: PRINT, "TO 

" ; : INPUTT  irem  234 

440  IFF<SORF>EORT<SORT>ETHENPRINT"AT  LEAS 

T":S;"[LEFT3,  not  MORE  THAN" r E:GOT043 

0  irem  159 

450  F0RI=FT0TSTEP6 : PRINT: PRINTRIGHT$ { " 000 
0"+HID$(STR$(I), 2),5};":";     srem  30 

451  FORK=0TO5:N=PEEK(I+K) : PRINTRIGHTS ( "00 
"+MID$(STR$(N) ,2), 3);",";      : rem  66 

460  GETA$:IFA$>""THENPRINTi PRINT !GOTO310 

: rem  25 
470  NEXTK:PRINTCHR$(20}; :NEXTI : PRINT: PRIN 

T:GOTO310  :rem  50 

480  IPN<0  THEN  PRINT:GOTO310  : rem  168 
490  A(J)=N:NEXTJ  : rem  199 

500  CKSUM=AD-INT (AD/256)* 256 !F0RI=1T06:CK 

SUM=(CKSUH+A(I) )AND255:NEXT   irem  200 

194     COMPUTEVs  Gazette    Jonuoryl98'l 


510  PRINTCHR?(18); :GOSUB570: PRINTCHR$ C 20) 

irem  234 
515  IFN=CKSUMTHEN530  :rem  255 

520  PRINT: PRINT "LINE  ENTERED  WRONG  :  RE-E 

NTER" : PRINT: GOSUB1000:GOTO3 10: rem  176 
530  GOSUB2000  :rem  218 

540  F0RI=1T06:P0KEAD+I-1,A(IJ :NEXT:POKE54 

272,0:POKE54273,0  : rem  227 

550  AD=AD+6:IF  AD<E  THEN  310  irem  212 
560  GOTO  710  irem  108 

570  N=0iZ=0  :rem  88 

580  PRINT"E+3";  -rem  79 

581  GETA$:IFA$=""THEN581  : rem  95 
585  PRINTCHR$(20) ; :A=ASC{A$) : 1FA=130RA=44 

ORA=32THEN670  : rem  229 

590  IFA>128THENN=-A:RETURN  :rem  137 
600  IFAO20  THEN  630  :  rem  10 

610  GOSUB690 : IFI=1ANDT=44THENN=-1 i PRINT" 

(left)  (LEFT}"; :GOTO690  irem  172 
620  GOTO570  :rem  109 

630  IFA<48ORA>57THEN580  irem  105 

640  PRINTA?; :N=N*10+A-48  :rem  106 

650  IFN>255  THEN  A=20:GOSUB1000 :GOTO600 

:rem  229 
660  Z=Z+1:IFZ<3THEN580  : rem  71 

670  IPZ=0THENGOSUB1000iGOTO570  :rem  114 
680  PRINT","; :RETURN  : rem  240 

690  S%=PEEK(209)+256*PEEK(210)+PEEK{211) 

:rera  149 

691  F0RI=1T03:T=PEEK{S%-I)  irem  67 
695  IFT<>44ANDT<>58THENPOKES%-I, 32:NEXT 

irem  205 
700  PRINTLEFT$("[3  LEFT} ", I-l );: RETURN 

:rem  7 
710  PRINT" ( CLR 5 (RVS}***  SAVE  ***[3  DOWN}" 

irem  236 

720  INPUT" (DOWN}  FILENAME" ;F$     irem  228 

730  PRINT : PRINT" CJ  DOWN} {RVS}T[0FF}APE  OR 

(RVS}D(0FF}ISK:  (T/D) "       irem  228 

740  GETA$:IFA5<>"T"ANDA$<>"D"THEH740 

irem  36 
750  DV=1-7*{A$="D"} :IFDV=affHENF?="0:"+F? 

irem  158 

760  T$=F$ !ZK=PEEK( 53)+256*PEEKC54)-LEN(T$ 

) !POKE782,ZK/256  :rem  3 

762  POKE781 , ZK-PEEK{ 782 ) * 256 : POKE780, LEN ( 
T$):SYS65469  irem  109 

763  POKE780, 1 i P0KE781 , DV: POKE782, 1 tSYS654 
66  trem  69 

765  POKE254, S/256 i POKE253 , S-PEEK( 254) *256 
tPOKE780,253  irera  12 

766  POKE782 , E/256 : POKE781 , E-PEEK{ 782 ) * 256 
:SYS65496  :rem  124 

770  IF(PEEK(783)AND1)0R(ST  AND191 )THEN780 

irem  111 
775  PRINT" [ DOWN j DONE. "t END        trem  106 

780  PRINT" [DOWN} ERROR  ON  SAVE. (2  S PACES }T 
RY  AGAIN. ":IFDV=1THEN720      :rem  171 

781  OPEN15,8,I5:INPUT#15,El$,E2?iPRINTEl$ 
rE2$:CLOSE15iGOTO720         :rem  103 

790  PRINT" [CLR] (RVS}***  LOAD  ***(2  DOWN]" 

trem  212 

800  INPUT" (2  DOWN)  FILENAME" ;F$   irera  244 

810  PRINT: PRINT" (2  DOWN} [RVS }t{OFF} APE  OR 

[RVS}D(0FP}ISK:  ( T/d) "       trem  227 

820  GETA$  t IFA$  <> "T"ANDA$<> "D"THEN820 

trem  34 
830  DV=1-7*(A$="D") ;IFDV=8THENF$="0:"+F$ 

trem  157 

840  T$=F$:ZK=PEEK{53)+256*PEEK(54)-LEN(T$ 

) :P0KE782,ZK/2S6  :rem  2 


841  POKE781, ZK-PEEK( 782 )*256 : POKE7e0, LEN{ 

T$):SYS65469  :reni  107 

845  POKE780,l!POKE781,DV:POKE782,l:SYS654 

66  :rem  70 

850  POKE780,0tSYS65493  :rem  11 

860  IF(PEEK(783)AND1)0R(ST  AND191 )THEN870 

:rem  111 
865  PRINT" {DOWN] DONE. ":GOTO310  :rem  96 
870  PRINT"!  DOWN  1;ERR0R  ON  LOAD.  {2  SPACES  iT 

RY  AGAIN. {DOWN} " : IFDV=1THEN800 

:rem  172 
880  OPEN15,8,15!lNPUT#15,El$,E2$!PRINTEl$ 

rE2?:CLOSE15:GOTO800         irem  102 

1000  REM  BUZZER  trem  135 

1001  POKE54296,15:POKE54277,45iPOKE54278, 
165  irem  207 

1002  POKE54276, 33  SPOKE  54273, 6 ! POKE54272, 
5  :rem  42 

1003  FORT=1TO200:NEXT:POKE54276,32:POKE54 
273, 0:POKE54272,0: RETURN     srem  202 

2000  REM  BELL  SOUND  srem  78 

2001  POKE54296,15:POKE54277,0:POKE5427a,2 
47  srem  152 

2002  POKE  54276, 17tPOKE54273, 401 POKE54272 
,0  srem  86 

2003  FORT=lTO100:NEXTiPOKE542 76, 16: RETURN 

srem  57 

3000  PRINTC$;"{RVSlNOT  ZERO  PAGE  OR  ROM": 

GOTO1000  trem  89 

Program  2:  mlx— vie  version 

100  PRINT" {CLRl (PURj " ;CHR$ ( 142 ) ;CHR$ (8) ; 

:rem  181 

101  POKE  788,194:REM  DISABLE  RUN/STOP 

trem  174 
110  PRINT" {RVSl {14  SPACES}"  irem  117 
120  PRINT" {RVS]  {RIGHT}?{0FF}^*3£{RVS} 

(RIGHT}  {RIGHT} {2  SPACES} §*iTOFF] 

g*^£lRVS}£{RVS}  "         srem  191 
130  PRINT"fRVS}  {right}  IG^ERIGHT} 

[2    RIGHT}  {0FF}£{RVS3£E*3{0FF} 

§*|{RVS}  "  srem  232 

140  PRINT" J RVS} t 14  SPACES}"        :rem  120 
200  PRINT" {2  down} {PUR} {BLK}A  FAILSAFE  MA 

CHINE" SPRINT" LANGUAGE  EDITOR {5  DOWN}" 

srem  141 
210  PRINT"{BLK} {3  UP] STARTING  ADDRESS" s IN 

PUTS:F=1-F:C?=CHR?C31+119*F}   srem  97 
220  IPS<256ORS>32767THENGOSUB3000sGOTO210 

irem  2 
225  PRINTS  PRINT: PRINTS  PRINT  srem  123 
230  PRINT"{BLK} {3  UP } ENDING  ADDRESS" s INPU 

TE:F=l-FsC$=CHR$(31+119*F)    srem  158 
240  IFE<256ORE>32767THENGOSUB3000;GOTO230 

srem  234 
250  IFE<STHENPRINTC$; " {RVS} ENDING  <  START 

{2  SPACES} "sGOSUB1000: GOTO  230 

:rem  176 
260  PRINT:  PRINTS  PRINT  :rein  179 

300  PRINT" [CLR! ";CHR$( 14) iAD=S     srem  56 
310  PRINTRIGHT$ ( "0000"+MID$ (STR? (AD) , 2 ) , 5 

) r"s"; sF0RJ=lT06  srem  234 

320  GOSOB570jIFN=-1THENJ=J+N:GOTO320 

srem  228 
390  IFN=-211THEN  710  :rem  62 

400  IFN=-204THEN  790  :rem  64 

410  IFN=~206THENPRINT: INPUT "{DOWN] ENTER  N 

EW  ADDRESS";ZZ  irera  44 

415  IFN=-206THENIFZZ<SOR22>ETHENPRINT" 


{RVSjOUT  OF  RANGE" iGOSUB1000jGOTO410 

srem  225 

417  IFN=-206THENAD=ZZ: PRINT: G0T03 10 

srem  238 


420 
430 

440 


450 

455 

457 

460 

470 

480 
490 
500 

510 

515 
520 


530 
540 
550 
560 
570 
580 
581 

585 

590 
600 
610 

620 
630 
640 
650 

660 
670 
680 
690 

692 

695 

700 

710 

720 
730 

740 

750 

760 


IF  No-196  THEN  480  :rem  133 

PRINT: INPUT"DISPLAYsFROM";Ft PRINT, "TO 
"; sINPUTT  srem  234 

IFF<SORF>EORT<SORT>ETHENPRINT"AT  LEAS 
T";S;"{LEPT} ,  NOT  MORE  THAN" ; E:GOT043 
0  :rem  159 

FDRI=FT0TSTEP6  s  PRINTs  PRINTRIGHT$ ( " 000 
0"+MID$(STR${I) ,2),5)f "s";  :rem  30 
FORK=0TO5  5N=PEEK{ I+K) s IFK=3THENPRINTS 
PC(10) ;  irem  34 

PRINTRIGHTS ( "00"+MID$ ( STR$ ( N) , 2 ) , 3 ) f " 
,";  srem  137 

GETA$:IFA$>""THENPRINT:PRINT:GOTO310 

srem  25 
NEXTKsPRINTCHR$(20) ; sNEXTI: PRINT: PRIN 
T:GOTO310  :rem  50 

IFN<0  THEN  PRINTS GOTO310  irem  168 
A{J)=N:NEXTJ  irem  199 

CKSUM=AD-INT(AD/256)*256sP0RI=1TO6sCK 
SUM={CKSUM+A{I) )AND255sNEXT  srem  200 
PRINTCHR$(18) ; s GOSUB570I PRINTCHR$ { 20) 

srem  234 
IFN=CKSUMTHEN530  srem  255 

PRINTS  PRINT "LINE  ENTERED  WRONG": PRINT 
"RE-ENTER" iPRINTi GOSUB1000 sGOTO310 

irem  129 
GOSUB2000  irem  218 

P0RI=1T06:P0KEAD+I-1,A(I) sNEXTsrem  80 
AD=AD+6:IF  AD<E  THEN  310  srem  212 
GOTO  710  srem  108 

N=0:Z=0  srem  88 

PRINT" g+3",-  srem  79 

GETA5 sIFA$=""THEN581  : rem  95 


PRINTCHR9{20}; sA=ASCCA$) t IFA 

ORA=32THEN670 

IFA>128THENN=-A: RETURN 

IFAO20  THEN  630 

GOSUB690 I IFI=1ANDT=44THENN=- 

{LEFT}  {left]"; SGOTO690 

GOTO570 

IFA<480RA>  57THEN580 

PRINTA$; :N=N*10+A-48 

IFN>255  THEN  A=20 sGOSUB1000! 


130RA=44 

:rem  229 

srem  137 

irem  10 

1  SPRINT" 
:rem  172 
srem  109 
srem  105 
srem  106 

GOTO600 

srem  229 

irem  71 

srem  114 

srem  240 


Z=Z+1;IFZ<3THEN5B0 
IFZ=0THENGOSUB1000tGOTO570 
PRINT", "; : RETURN 
S%=PEEK{209)+256*PEEK{210)+PEEK(211) 

srem  149 
FORI=lT03sT=PEEK(S%-I)  irem  68 
IFT<>44ANDT<>58THENPOKES%-I,32sNEXT 

srem  205 
PRINTLEFT$("{3  LEFT}", I -1) ; : RETURN 

:rem  7 
PRINT" { CLR) (RVS}***  SAVE  ***{3  DOWN}" 

srem  236 

INPUT" {down}  FILENAME" ;F$     irem  228 

PRINTiPRINT"{2  DOWN] ( RVS)t{ OFF} APE  OR 

(rVS}DEOFP}ISKs  (T/D)"       srem  228 

GETA$ iIFA$<>"T"ANDA$<>"D"THEN740 

srem  36 
DV=1-7*(A$="D") iIPDV=8THENF$="0s"+F$ 

srem  158 
T?=F?sZK=PEEK{53)+256*PEEK(54)-LEN(TS 
) ;P0KE782,ZK/256  srem  3 


COMPUTBI's  Gazelle    ianuory  198^1     185 


762  POKE781 , ZK-PEEK{ 782 )*256 : POKE780, LEK( 
T$):SYS65469  :rem  109 

763  POKE780,l:POKE781,DVsPOKE782,l:SYS654 
66  :rem  69 

765  POKE254,S/256:POKE253,S-PEEK(254)*256 
:POKE7a0, 253  : rem  12 

766  POKE782,E/256:POKE781,E-PEEK{782)*256 
SSYS65496  srem  124 

770  1F( PEEK (783) AUDI )0R( ST  AND191)THEK780 

:rem  111 
775  PRINT" {DOWN} DONE. ": END        srem  106 

780  PRINT" {DOWN} ERROR  ON  SAVE. {2  SPACES}T 
RY  AGAIN." !IFDV=1THEN7 20      srem  171 

781  OPEN15,8, 15:INPaTjH5,El$,E2$:PRINTEl$ 
;E25:CLOSE15:GOTO720  : rem  103 

782  GOTO720  ; rem  115 
790  PRINT"ECLR) (RVS}***  LOAD  ***{2  DOWN}" 

:rem  212 

800  INPUT" {2  DOWN}  FILENAME" ;F?   :rem  244 

810  PRINT! PRINT" [2  DOWN] [RVSJtIOFF] APE  OR 

(RVS}DfOFF}lSK:  (T/D) "       srem  227 

820  GETA$ : IFA?  <> "T"ANDA$  <> "D"THEN820 

srem  34 
830  DV=1-7*(A$="D") sIFDV=8THENF$="0!"+F$ 

srem  157 

840  T?=F$:ZK=PEEK(53)+256*PEEK{54>-LEN(T$ 
) :POKE782,ZK/256  srem  2 

841  POKE781 , ZK-PEEK( 782 )*256  s  POKE780, LEN ( 
T$}!SYS65469  srem  107 

845  POKE780, 1 : POKE781 , DV: POKE782, 1 sSYS654 

66  : rem  70 

850  POKE780,0:SYS65493  srem  11 

860  IF(PEEK(783)ANDl)ORtST  AND191 )THEN870 

srem  111 
865  PRINT" [DOWN} DONE. "sG0T03 10     : rem  96 
870  PRINT" (down) ERROR  ON  LOAD. {2  SPACES 1t 
RY  AGAIN. t down}" sIFDV=lTHEN800 

srem  172 

880  OPEN15,8, 15sINPUT#15,El$,E2$sPRINTEl$ 

;E25:CLOSE15:GOTO800  srem  102 

1000  REM  BUZZER  srem  135 

1001  P0KE36878, 15sPOKE36874,190   srem  206 

1002  FORW=lTO300sNEXTW  srem  117 

1003  PQKE36878,0sPOKE36874,0sRETURN 

srem  74 

2000  REM  BELL  SOUND  srem  78 

2001  FORW=15TO0STEP-1 s POKE36878, W: POKE368 
76,240!NEXTW  srem  22 

2002  POKE36876, 0s  RETURN  srem  119 
3000  PRXNTC$;"[rvs3N0T  ZERO  PAGE  OR  ROM"! 

GOTO1000  srem  89 

64  Electronic  Notepad 

(Artiiiroii  pii^e  112.) 


BEFORE  TYPING... 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTEI's  Gazette  Programs,"  "A 
Beginner's  Guide  To  Typing  In  Programs,"  and 
"Tnc  Automatic  Prijofrcader"  that  appear  before 
the  Program  Listings. 


1  80=2  54 sSC=246!CH=14  srem  170 

5  POKE53280,BO:PDKE53281,SCsPOKE646,CH 

srem  17 

7  PRINT" tCLR]";TAB( 10) ; "{RVS}  ELECTRONIC 
t SPACE 3  NOTEPAD  " , TAB (6 ) " f DOWN}  LOADING 
(space) DATA. . .PLEASE  WAIT"       srem  83 

10  B=885 ! C=998  s  FORA=BTOC  s  READD  s  POKEA, D : NE 

IB6     COMPUlWs  Gazelle    January  1984 


yjY  srem  221 

12  B=491 52 !C=49407 sFORA=BTOCs READD s POKEA, 

DsNEXT  :rem  157 

14  8=679:0=753  sFORA=BTOC;READDs  POKEA,  DstlE 

XT  srem  215 

16  PRINT" (CLR} (down}  ENTER  2  SECRET  CODES 

(0-255) :" SPRINT" (down]  {SEPERATE  EACH 
BY  A  COMMA)"  srem  100 

17  PRINT" {down}  (ENTER  0'S  IF  NO  SECRET  C 
ODE) (2  down}" 3 POKE646,PEEKC 53281) sINPU 
TA,B  srem  25 

19  POKE646,CH! IFA<0ORA>255ORB<0ORB>255THE 
N16  srem  196 

20  POKE249 , A  s  POKE250 , B  s A=0 : B=0  j  SYS679 

srem  187 

22  PRINT"! CLR} (down!  { RVS}d{0FF3 ISK  OR 

{ RVS !t {off  5  APE?"  srem  86 

23  GETA$sIFA$=""THEN23  srem  237 

24  IFA$="D"THEN30  srem  177 

25  IFA$="T"THEN29  srem  202 

26  GOT022  srem  5 

29  POKE49303,lsPOKE49305,l!POKE49307, 255s 
POKE49177, 1sPOKE49179,1        srem  163 

30  PRINT" (CLR}";TAB(10); "{RVS}  ELECTRONIC 

NOTEPAD  "  srem  15 

40  PRINT" {2  down} [3  SPACES } FUNCTION "; TAB ( 

30); "PRESS"  srem  143 

45  PRINT" {3  SPACES} ^8  T^ " ;TAB( 30) f " 

E5  T3"  srem  198 

50  PRINT" {2  down!  VIEW  NOTEPAD  PAGE"; TAB ( 

31);"F1"  srem  120 

55  PRINT" {down}  CREATE  NOTEPAD  PAGE"; TAB ( 

31);"F3"  srem  231 

60  PRINT" {down}  view  DISK  DIRECTORY" ; TAB { 

31);"F5"  srem  36 

65  PRINT" {down}  CHANGE  PROGRAM  OPTIONS ";T 

AB(31);"F6"  srem  249 

70  PRINT" {DOWN}  END  PROGRAM" ; TAB ( 3 1 ); "F8" 

srem  252 
75  GETA$5lPA$="(Pl}"THEN200  srem  166 
80  IFA$="(F3!"THEN600  srem  40 

85  IFA$="{f5] "THEN400  srem  44 

86  IFA?  =  " (fS  3 "THENPRINT" {CLR} " iCLRs  POKE24 
9,0sPOKE250,0iEND  srem  238 

87  IFA$="(F6  3 "THENRESTOREsGOTOI  srem  102 
90  GOT075  srem  14 
200  PRINT" {CLrJ"  srem  246 
210  SYS49152  srem  151 
215  GOSUB500  srem  173 
220  GETA$sIFA$  =  ""ORA?  =  "'«"THEN220  srem  49 
230  GOTO30  srem  49 
400  PRINT"{CLr3"  srem  248 
405  IFPEEK(49303)=1THEN450  : rem  215 
410  SYS885  srem  57 
420  PRINTTAB(7) ; "{RVS} (PRESS  ANY  KEY)" 

:rem  194 
430  GETA$sIFA$=""THEN430  srem  Bl 

440  GOTO30  srem  52 

450  PRINT" (down}  NO  DIRECTORY  AVAILABLE" s 
PRINT" {down]  PROGRAM  IN  ( RVS } TAPE 
(off  3  MODE"  srem  12 

460  PRINT"E2  DOWN}  ( RVS 3  (PRESS  ANY  KEY) 

(space)"  srem  78 

470  GETA$:IFA?=""THEN470  srem  89 

480  GOTO30  srem  56 

500  CLOSE15:OPEN15,8,15sINPUT#15,A,B$,C,D 

!IFA>21THEN510  srem  218 

505  RETURN  srem  122 

510  PRINT sPRINT" [DOWN) {3  SPACES) {RVS}  *DI 

SK  ERROR*  "s PRINT "(down] {3  SPACES) 

(rvs)  ";B?  srem  41 


515  RETURN  : rem  123 

600  PRINT"[CLR}";TAB(9);"[RVSJ  CREATE  NOT 

EPAD  PAGE  "  srem  3 

605  PRINT"! 2  DOWN J  PRESS  {RVSIfIIoFF}  TO 

{space} SAVE  PAGE."  :rem  83 

610  PRINT" {down!  press  [rvsIfsCoffj  to  AB 

CRT  PAGE."  irem  142 

615  PRINT"! 2  down}  (PRESS  ANY  KEY)" 

:rem  62 
620  GETA$!lPA?=""THEN620  s rem  83 

622  PRINT"[CLRl"r  : rem  57 

625  GETA?{IFA$=""THENPRINT"EPi  (2  LEFT} 

";!GQT0625  : rem  197 

630  IFA?="(LEFT}"THEN625  ; rem  119 

635  IFA$="( right} "THEN625         s rem  252 

636  IFA$="{H0ME}"THENG0T0625       : rem  44 

637  IFA$=CHR$(34)THEN625  : rem  86 

638  IFA$="-«"THENPRINT"  {LEFTJ  "  ;  !G0TQ625 

: rem  93 

640  IFA$="{UP}"THENPRINT"  {LEFT} {UP] " r  :G0 

T0625  :rem  25 

645  IFAS="{D0WNI"THENPRINT"  { LEFT) (DOWN} " 
; JGOT062  5 

646  IFA9=CHR$(13)THENPRINT" 
OT0625 

650  IFA5="If1}"THEN680 

655  IFA$="{f8}"THEN30 

675  PRINTA?;"  [ LEFT  3 " ; :G0T0625    t rem  251 

680  PRINT"  "f :POKE64a,60iPOKE53272,245:SY 

S49278  jrem  193 

6S5  GOSUB500 : 1 FA< 2 1THENP0KE648 , 4 ! POKES 327 

2,2l!GOTO30  :rem  146 

690  PRINT"(D0WN}  {RVSJ  (PRESS  ANY  KEY)  " 

: rem  66 


;rem  30 

";CHR$(13);:G 

; rem  195 

J  rem  98 

; rem  51 


695  GETA$:IFAS=""THEN695 

697  P0KE648,4;P0KE53272,21:SYS49 

25 
885  DATA  169,001,162,008,160,000 
891  DATA  032,186,255,169,002,162 
897  DATA  224,160,003,032,189,255 
903  DATA  032,192,255,162,001,032 
909  DATA  198,255,032,207,255,032 
915  DATA  207,253,032,207,255,032 
921  DATA  207,255,240,058,032,204 
927  DATA  255,032,228,255,201,032 
933  DATA  208,005,032,228,255,240 
939  DATA  251,162,001,032,198,255 
945  DATA  032,207,255,072,032,207 
951  DATA  255,168,104,170,152,032 
957  DATA  205,189,169,032,032,210 
963  DATA  255,032,207,255,240,006 
969  DATA  032,210,255,076,196,003 
975  DATA  169,013,032,210,255,076 
981  DATA  149,003,169,001,032,195 
987  DATA  255,032,204,255,096,036 
993  DATA  048,013,013,013,013,013 

49152  DATA32,54,192,  160,  0,  162 
49160  DATA207, 255, 201, 13, 240,8,1 
49168  DATA193,232,200,76,7,192, 
49176  DATM69,8,162,S,  160,  1,  3 
49184  DATA255,104,162,240,160,19 
49192  DATA255, 169,0, 162,  0,  160, 
49200  DATA213, 255,96, 234, 234,234 


: rem  107 
374!G0T06 
: rem  38 
:rem  36 
! rem  51 
:rem  51 
trem  30 
:rem  53 
: rem  41 
;rem  37 
: rem  41 
:rem  39 
J  rem  48 
: rem  41 
: rem  42 
! rem  49 
; rem  42 
J  rem  50 
: rem  48 
: rem  46 
! rem  57 
; rem  27 

,  0,  32 

:rem  178 
57,  240 

:rem  127 
152,  72 

: rem  97 
2,  186 

:rem  206 
3,32, 189 

:rem  243 

4,  32 

:rem  188 
,162,  0 

irem  130 


49208  DATA173, 134,2,157,0,216,232,  208 

:rem  81 
49216  DATA250,238,61,192,172,61,192,192 

:rem  196 
49224  DATA220, 208, 235, 169, 216, 141,61, 192 

srem  237 
49232  DATA162,0,189,94,192,32,210,  255 

;rem  90 
49240  DATA232,224,29,208,245,96,13,  17 

:rem  91 
49248  DATA69, 78,84, 69,  82,  32,  78,  79 

srem  192 
49256  DATA84,69,80,  65,  68,  32,  80,  65 

:rem  172 
49264  DATA71,69,32,  78,  65,  77,  69,  32 

: rem  17  5 
49272  DATA32, 32, 13, 234,234,234,  32,  187 

:rem  84 
49230  DATA192, 160,0, 162,0,  32,  207,  255 

:rera  27 
49288  DATA201, 13, 240,8, 157, 240, 194,  232 

: rem  138 
49296  DATA200, 76, 133, 192, 152,72, 169,  8 

J  rem  103 
49304  DATA162,8, 160,0,32,186,  255, 104 

:rem  31 
49312  DATA162,240, 160, 194, 32, 189,  2  55, 169 

jrem  248 
49320  DATA0, 133,251,169,4,  133,252,  169 

: rem  83 
49328  DATA251,162,255,160,7,32,216,  255 

srem  141 
49336  DATA234, 234, 234, 162,0, 189,201,192 

srem  188 

49344  DATA32, 210, 255, 232,224, 18, 208,  245 

:rem  183 
49352  DATA96,147,13,  69,  78,  84,  69,  82 

:rem  231 
49360  DATA32,70,73,  76,  69,  32,  78,  65 

:rem  165 
49368  DATA77,69, 13, 234,234,0,  173,  134 

:rem  50 
49376  DATA2, 162,0, 157,0,  216,  232,  208 

; rem  237 
49384  DATA250, 172,229,192,192,219,240,7 

:rem  201 
49392  DATA200,140,229, 192,76,222,192,169 

:rem  248 
49400  DATA2 16, 141, 2 29, 192, 96, 234, 234,0 

:rem  136 
60679  DATA120,169,188, 141,  20,  3,  169,  2 

: rem  43 
60687  DATA141,21,3,88,169,  0,  133,  253 

srem  246 
60695  DATA169,4,133,254,96,165,197,  201 

: rem  157 
60703  DATA57,240,3,76,49, 234,  160,  0 

srem  189 
60711  DATA177,253,69,249,145, 253,200, 177 

irem  249 
60719  DATA253,69,250,145,253,200,234,20S 

srem  238 
60727  DATA239,230,2  54, 165,2  54, 201,8,208 

.-rem  190 
60735  DATA229,169,4,133,254,160,  0,  162 

srem  86 
60743  DATA0, 232,208, 253, 200, 208, 250,  76 

srem  125 
60751  DATA  49,  234,  0,  0,  0,  0,  0,  0 

srem  119 

COMPUTEI's  Gazollo    January  1984     187 


Canyon  Cruiser 

(Article  on  page  96.) 

Program  1: 

Canyon  Cruiser — 64  Version 


100 
110 
120 

130 

140 
150 

160 
170 
180 
190 
200 
210 
220 
230 
240 
250 
260 
270 
280 

290 
300 

310 
320 

330 
340 
350 
360 
370 

380 
390 

400 


410 
420 
430 

440 

450 

460 

470 
480 

490 
500 

510 
520 

530 
540 


RESTORE 
GOTO 1 50 
WX=INT(255-W 


irem  181 
:rem  97 
IPWX<160THENWX=160 

:rem  216 
POKE53250,WX:POKE53251,ABS(W-25) 

;rem  68 
POKE53286, 7 : POKE53286, 2 : RETURN; rem  24 
PRINT" tCLR) " : POKE532e0, 6: POKE53281 , 6 

srem  149 
PORW=0TO10:REftDR$(W) :NEXTW    : 
DATA" STARTER" 
DATA "BEG INNER" 
DATA"LEARNER" 

DATA"FLyER"  : 

DATA"LEADER"  : 

DATA"ACE"  : 

DATA"LIEUTENANT"  : 

DATA"GENERAL"  : 

DATA" COMMODORE"  : 

DATA" FLEET  COMMANDER"  ! 

DATA"HAN  SOLO  ??????2??" 
PRINT" [HOME} [5  DOWNJ " ; SPC( 15) ; 
4 -CANYON"  : 

PRINT 

PRINT" [HOME] [9  DOWN} " ; SPC( 11 ) ; 
NSTRUCTIQNS  (Y/N)" 
PORW=1TO200:NEXTW 
PRINT" (home) {9  D0WN}";SPC(I1) ; 
CTIONS  (Y/N)" 
FORW=1TO200 : NEXTW 
GETZ?;IFZ$=""THEN300  : 

POKE53?80,0:POKE53281,0       : 
IFZ$="Y"THEN1540  s 

PRINT" {HOME} [5  DOWN} " r SPC(15 ) ; 
4- CANYON" 
PRINT 

PRINT" (HOME) {9  DOWN) " ;SPC( 11 ) ; " 
{18  SPACES}"  srem  108 

FORW=1TO50:P=INT( RNDtTI )*1000)+1024:I 
FPEEK( P)=32THENPOKEP, 46 : POKEP+54272 , 1 

: rem  180 
:rem  43 

:rem  240 
POKEW,N: NEXTW 
srem  99 
FORW=1235  2T012414:READN:POKEW,N: NEXTW 

jrem  93 
POKE53276,PEEK( 53276 )OR2t0+2tl! REM  SE 
T  MULTI  COLOR  MODE  srem  254 

POKE53285,8!POKE53286,2:POKE53287,6;R 
EM  SET  COLORS  srem  179 

POKE53248,0:POKE53249,0  :rem  248 
POKE53264, PEEK (53264) AND ( 255- { 2 T0+2TI 
))  srem  95 

POKE2040, 192:POKE2041, 193      : rem 
POKE53269,PEEK(53269}OR(2T0+2Tl) 

J  rem 
POKE53275,0  i rem 

FORW=20TO160STEP2jPOKE53248,W!POKE532 
49, WsGOSUB 120: NEXTW  srem  30 

FORW=160TO180STEP2 1 P0KE53249, PEEK( 532 
49 )+3:GOSUB120: NEXTW  : rem  232 

PRINT" (HOME) il9  DOWN} (YEL} tRVS}";SPC( 
13); "GET  READY..."  :rem  164 


rem 

138 

t  rem 

1  27 

:reni 

1  65 

:rem  1 

rem 

114 

rem 

158 

rem 

187 

rem 

236 

rem 

242 

rem 

154 

rem 

252 

treni 

1  66 

"{WHT]6 

rem 

142 

:  rem 

1  40 

"{RVS}l 

:reni 

1  81 

:reir 

1  69 

" INSTRU 

:reiT 

1  65 

treir 

1  71 

rem 

127 

rem 

237 

rem 

121 

"E4a6 

:rem  32 

jrem  40 

NEXTW 

POKE53271,0:POKE53277,0 

FORW=12288TO12350!READN! 


83 

22 
39 


550  FORW=181T02  55STEP2:L=PEEK(53249)+2:PO 
KE53249, (L) * ( (L>255 )+l ) :GOSUB120 :NEXT 

:rem  70 
560  FORW=235TO255!POKE53251,W;GOSUB140:NE 
XTW  :rem  250 

570  GOTO740  irem  112 

580  REM  **  DATA  FOR  THE  SHIP  **    srem  63 
590  DATA  3,  0,  192,  15,  195,  240,  67,  0, 

(space) 193  :rem  236 

600  DATA  170,  170,  170,  171,  85,  234,  42, 
150,  168  srem  18 

610  DATA  42,  150,  168,  26,  170,  164,  34, 

{SPACE} 170,  136  :rem  224 

620  DATA  32,  170,  8,  32,  40,  8,  48,  40,  1 
2  srem  123 

630  DATA  0,  40,  0,  0,  40,  0,  0,  60,  0 

srem  97 
640  DATA  0,  20,  0,  0,  40,  0,  0,  0,  0 

;rem  42 

650  DATA  0,  0,  0,  0,  0,  0,  0,  0,  0 

srem  197 

660  REM  **  DATA  FOR  THE  ASTEROID  ** 

srem  101 

670  DATA  0,  0,  0,  0,  0,  0,  1,  0,  0 

srem  200 
680  DATA  15,  92,  208,  0,  253,  252,  63,  20 

7,  253  srem  130 

690  DATA  63,  223,  255,  12,  252,  252,  63, 

{space} 245,  60  srem  180 

700  DATA  7,  127,  112,  15,  208,  245,  12,  1 

24,  127  :rem  165 

710  DATA  19,  255,  252,  55,  255,  220,  63, 

[SPACE) 197,  244  srem  239 

720  DATA  13,  63,  204,  15,  31,  76,  3,  61, 

{SPACE} 240  srem  221 

730  DATA  0,  3,  192,  0,  0,  0,  0,  0,  0 

srem  51 
740  GOTO910SREM  **  RUN  THE  GAME  **:reni  36 
750  DATA"E63{RVS)  {OFF}gK3{3  SPACES) 

[RVS}EKi  [OFF}"  srem  29 

760  DATA"E5f {RVS}  {OFFlgK3{3  SPACES) 

(rvs}BK3  {off}"  srem  29 

770  DATA"|43{RVS}  {0FF3|K3{4  SPACES) 

{RVS3|k3  {off)"  srem  29 

780  DATA"E3i[RVS)  {0FF}EK3{5  SPACES) 

{RVS)EKg  [off}"  srem  29 

790  DATA"g2§{RVS)  {0FF}EK3[6  SPACES) 

{RVS}EK3  [off}"  srem  29 

800  DATA"E18{RVS}  [OFF}iK3[7  SPACES} 

[RVS}iK3  {OFF}"  srem  I 

810  DATA" {YEL} [RVS)  {OFF}Ek3(8  SPACES} 

(RVS}EK3  {off}"  srem  31 

820  DATA" [BLU) [RVS}  (0FF}gKg{9  SPACES  3 

{RVS}iK3  {OFF}"  srem  161 

830  DATA" E 71! RVS)  gLi{0FF}[3  SPACES} 

(RVS}gK3  [OFF}"  srem  50 

840  DATA"  153  (RVS)  ElM0FF}{3  SPACES} 

{RVS}iK3  {OFF}"  srem  49 

850  DATA" E43 {RVS}  iL3[OFF}{4  SPACES) 

[RVSS|k3  [off)"  srem  49 

860  DATA"E33[RVS)  gLi{OFF3[5  SPACES) 

{RVS)gK3  {OFF}"  srem  49 

870  DATA"E2|{RVS)  |L|!0FF}[6  SPACES} 

[RVS}gK3  [OFF}"  srem  49 

880  DATA" El§{ RVS)  {0FF}EKi[7  SPACES} 

{RVS}|Hi  [OFF}"  srem  28 

890  DATA" {YEL} {RVS}  {0FF)EKi[8  SPACES) 

[RVS}EH3  {OFF}"  srem  58 

900  DATA" { BLU} {RVS}  {0FF}BK3(9  SPACES) 

[RVS}iHE  {OFF)"  srem  179 


188     COMPUTEI's  Caiells    January  1 984 


910 

920 

930 
940 
950 
960 


970 
980 


990 

1000 
1010 
1020 
1030 

1040 
1050 
1060 
1070 

1080 

1090 
1100 
1110 
1120 
1130 
1140 

1150 

1160 

1170 

1180 

1190 

1201^ 
1210 
1220 
1230 
1240 
1250 

1260 
1270 

1280 
1290 

1300 

1310 

1320 

1325 
1330 
1340 


FORW=53248T053264:POKEW, 0SNEXTW 

:rem  174 
PRINT"{CLRl{2  D0WNl";SPC{15) ? " { RED] 
{RVS]iAa+++++gSg"  :reni  75 

POKE53271,2!POKE53277,2       : rem  250 
POKE53275,253  :rem  152 

FORW=1TO10  srem  78 

PRINTSPC{15);"{RED1 [RVSj-iQ^ {OFF} 
{3  SPACES} {RVS}gW|{RED} (RVS}-{0FF}" 

:rem  242 
NEXTW  irem  54 

PRINT" [RED} JRVS} [4  SPACES} [PUR] [0FF}T 
IME:  5{RED} (RVSi (2  SPACES } iA3ERi+ 
EX3{OFF){3  SPACES} {RVS}gzi+BR3 
isi{l6  spaces}"  :rem  32 

PRINT" {UP}"; :FORW=1TO10!PRINTSPC(12) ; 
"{RED}{RVS}  §03 {off} [9  SPACES] {RVS) 
|Wi  {0FF}":NEXTW  ;rem  155 

POKE53248,160:POKE53249,74  : rem  192 
PRINT" [HOME}"  :rem  166 

TI$=" 000005"  :rem  42 

PRINT" {HOME} {13  DOWN] {9  RIGHT} { PUR 3" 
;  :reni  97 

A1=INT(10-VAL(TI$) ):PRINTA1  : rem  108 
IFA1O0THEN1030  :  rem  100 

LDP=53248  :rem  234 

FORSYP=74TO140  s  POKE53249, SYPiGOSUB14 
0!NEXTSYP  :rem  231 

PRINT",{H0MEH23  down}";  :rem  111 
FORW=0TO7:READC$(W) :NEXTW  :rem  132 
FORW=0TO7:READBC${W} t NEXTW  jrem  190 
TL=12:C$=C$(7) :BC$=BC$(7)  srem33 
GOSUB1440:TI$="000000"  j rem  169 
C$=C$(ABS(LEN(C$)-11))  srem  110 
E=PEEK( 53279 )AND2T0!lFE=lTHEN1290 

jrem  210 


IFTI>800THENC$=C$( (LEN(C$ ) -12  J ) ! BC$  = 
BC$((LEN(C$)-11) ) SGOTO1460  :rem  155 
IFINT ( RND{ Tl ) *  100 ) < 20THENC$=BC$ 

:rem  58 
IFINT ( RND{ TI ) *  100 }=4THENGOSUB1440 

:rem  10 
TL=ABS(TL+( (INT{RND(TI)*3)-1))) 

;rem  4 
TL=TL-(1*((TL<C40-LEN(C$ }))+!)) 

:rem  116 
TL=TL*({TL<0)+1)  irem  116 

PRINT!PB''N'TSPC(TL);C$?  :rem  204 
IFAS=1TKL;,1470  :rem  81 

P=PEEK(203) !IFP=45THEN1280  :rem  23 
IFP=50THEN1270  : rem  65 

P=PEEK(56320)ANDi2:IFP=8THEm280 

:rem  137 
IFPO4THEN1290  :  rem  81 

GOSUB140:POKELD,PEEK(LD)+2iPOKELD,PE 
EK(LD}+3:GOTO1130  : rem  40 

GOSUB140:POKELD, PEEK(LD)-2 sPOKELD,  PE 
EK(LD)-3:GOTO1130  : rem  45 

E=PEEK{ 53279 )AND2T0:IFE=0THEN1 150 

srem  210 
PRINT" {UP} [yel}":PRINTSPC(TL) ;"{RVS} 
YOU  CRASHED  1"  :rem  11 

R=R+INT(Tl/400) :IFR>10THENR=10 

:rem  70 
FORW=0TO1 50STEP2 : GOSUB140 : POKE2040 , W 
:POKE2040,192:GOSUB140  : rem  95 
P0KE2 041, W: NEXT  : rem  189 

POKE53280,0:POKE53281,0  :rem  28 
PRINTSPC(6)"[RVS}Y0UR  RATING:  " ; R$ { R 
)  srem  186 


1350  FORW=1TO10:GETZ?:NEXTW  : rem  225 
1360  GETZ? : IFZ$=" : "ORZ$=" ; "ORZ?=" "THEN136 

0  :rem  158 

1370  POKE53251,0  srem  86 

1380  POKE2040, 192 !FORW=PEEK{53249)TO120ST 

EP-1;POKE53249,W!GOSUB140; NEXTW 

srem  157 
1390  POKE53248,ABS( PEEK (53248) -10) !POKE53 

275,0  :rem  42 

1400  POKE53277, 1 :POKE53271, 1 :FORW=PEEK( 53 

249)TO0STEP-1:POKE53249,W:GOSUB140 

:  rem  2 
1405  NEXT  srem  9 

1410  RUN  srem  187 

1420  POKE53287,PEEK( 53287)+!  srem  6 
1430  T1$="000000":R=R+2:IFR>10THENR=10 

srem  123 
1440  IFAS=1THEN1210  srem  77 

1450  AS=lsPOKE53250,ABS(PEEK(53248)-20) :P 

OKE53251,255:RETURN  srem  221 

1460  GOSUB1420SGOTO1210  srem  73 

1470  POKE53251,PEEK(53251)-5  srem  255 
1480  POKE53251,PEEK(53251)-5  srem  0 
1490  POKE53251,PEEK(53251)-5  i rem  1 
1500  POKE53251,PEEK(53251)-5  srem  249 
1510  POKE53250, PEEK ( 53250) -(5-INT(RND(TI) 

*10) }  srem  15 

1520  IFPEEK( 53251) <20THENPOKE53251,0sAS=0 

srem  96 
1530  GOTO1230  srem  200 

1540  PRINT" {CLR} {down)  you  ARE  THE  PILOT 

{SPACE]0F  A  NEW  SPACESHIP."   srem  11 
1550  PRINT" {down} YOU  MUST  TEST  THE  CRAFT 

{SPACEJTO  ITS  LIMITS."        : rem  23 
1560  PRINT" {DOWNjYOU  CAN  FLY  USING  THE  ; 

{SPACE} AND  ;  KEYS,"  srem  127 

1570  PRINT" {DOWN] OR  USE  A  JOYSTICK  (PORT 

{SPACEJ2) . "  srem  228 

1580  PRINT" {DOWN}  THE  SHIP  WILL  CHANGE  CO 

LOR  TO  WARN  OF"  srem  146 

1590  PRINT" {DOWN}CHANGES  IN  THE  CANYON  SI 

ZE."  srem  83 

1610  PRINT" {DOWN}  AT  THE  END  OF  YOUR  FLIG 

HT  YOU  WILL  BE"  srem  85 

1620  PRINT" (down} RANKED.  YOU  MUST  NOT  HIT 

THE  SIDES  OF"  srem  152 

1630  PRINT" {D0WN}THE  canyon,  BUT  ASTEROID 

S  WILL  FLY  BY."  rrem  6 

1640  PRINT" {down}  {WHTIGOOD  LUCKlgS^  (H 

IT  A  KEY  TO  RESTART)"         srem  23  5 
1650  WAIT198, 1sGETZ?3PRINT"{CLR}";  : RUN 

srem    160 

Program  2: 

Canyon  Cniiser — VIC  Initialization 

Ifui^itt;^  hipf  rather  tliiiii  disk,  Hue  .W  shouhl  trad: 

30PRINT"LO";CHRS(34);"VIC-CANYON.PRG" 

10  POKE52,28sPOKE56,28:CLR         srem  13 

15  FORI=7168T07679iPGKEI,PEEK( 25600+1) sNE 

XTI  srem  176 

20  FORX=0TO19  srem  27 

21  READC  srem  194 

22  FORD=0TO7sREADEsPOKE716a+C*8+D,EsNEXTD 

:rem  29 

23  NEXTX  -rem  252 
30  PRINT"LO" ; CHR5 ( 34 ) ; "VIC-CANYON . PRG" j CH 

R$(34);",8"  trem  L35 

40  PRINTS  PRINTS  PRINTS  PRINTS  PRINT sPRINT"RU 

N"  srem  13 


COMPUTEI's  Gazette    Jonuory  1984     189 


50  PRINT"! 9  UP}";  : rem  138 

60  END  I  rem  61 

63000  DATA033, 231, 231, 231, 000, 000, 231, 231 
,231  srem  173 

63001  DATA034, 231, 231, 231, 231, 231, 231, 2 31 
,231  srem  187 

63002  DATA03S, 000, 003, 007, 055, 127, 127, 127 
,063  srem  200 

63003  DATA036,000,192, 248,248,252, 124, 238 
,254  I  rem  223 

63004  DATA037, 123, 127, 063, 061, 063, 015, 003 
,000  srem  195 

63005  DATA038, 254, 238, 124, 252, 248, 248, 192 
,000  srem  227 

63006  DRTA042,214,124,254, 186, 186, 146,016 
,016  :rem  223 

63007  DATA043, 000, 000, 000, 000, 000,000,000 
,000  srem  145 

63008  DATA044, 255, 255, 255, 255, 255, 25 5, 255 
,255  srem  243 

63009  DATA047, 224, 224, 224, 224, 224, 224, 224 
,224  srem  215 

63010  DATA04B,240, 240,240, 240,240,240, 240 
,240  srem  192 

63011  DATA049, 231, 231, 231, 007, 007,  23 1.231 
,231  irem  196 

63012  DATA050, 231,231,231,224, 224,231,231 
,231  srem  191 

63013  DATA05 1,231, 231, 2 31, 224, 224,  2 55,  25 5 
,255  irem  211 

63014  DATA05 2, 231, 23 1,231, 007, 007, 25 5, 2 55 
,255  srem  211 

63015  DATA053, 255, 255, 255, 000, 000,  23 1,231 
,231  :rem  199 

63016  DATA054, 255, 255, 255, 255, 2 55, 000, 000 
,000  srem  207 

63017  DATA05  5,255, 255,255,224,224,231,  231 
,231  srem  219 

63018  DATA056, 255, 255, 255, 007, 007, 23 1,231 
,231  srem  219 

63019  DATA057 , 007 , 007 , 007 , 007 , 007 , 007,  007 
,007  :rem  209 

Program  3: 

Canyon  Cruiser — VIC  Main  Program 

This  pny^ram  shouhi  be  SAVEd  as  ViC-CANYON.PRC 
(see  line  30  of  Program  2). 

90    POKE36869,240  srem    106 

100    PRINT"{WHT}"  srem    103 

110    GOTO150  :rem   97 

120    WX=INT(255-W) sIFWX<160THENWX=160 

srem    216 
150    PRINT" tCLRl"  srem    250 

160    FORW=0TO10:READR5(W) sNEXTW         srem    138 
170    DATA"STARTER"  srem    27 

180    DATA "BEG INNER"  : rem   65 

190    DATA"LEARNER"  srem    1 

200    DATA "FLYER"  srem   114 

210    DATA"LEADER"  srem    158 

220    DATA"ACE"  srem    187 

230    DATA" LIEUTENANT"  srem    236 

240    DATA"GENERAL"  srem    242 

250    DATA" COMMODORE"  srem    154 

260    DATA"FLEET    COMMANDER"  srem    252 

270    DATA"HAN    SOLO    ?????????"  srem   66 

350    POKE36a79,8  srem   60 

370    PRINT"  [home]  {4    DQWNH6    SPACES}  VIC-CAN 
YON"  srem    153 

380    PRINT  srem   40 

400    FORW=1TO50  5P=INTCRND{TI)*506)+7680sIF 

190     COMPUJtVs  Gazette    January  198-1 


PEEK(P}=32THENPOKEP,46:POKEP+30720,1 

srem  148 
410  NEXTW  srem  43 

540  PRINT"{BLU) [home] (18  DOWN} ( RVS} " ; SPC( 
5); "GET  READY..."  srem  229 

580  TI?="000005"  srem  4 

590  PRINT" (home} [11  DOWN) [RED} (8  SPACES} 

(RVS)TIME  5[2  left}";  srem  68 

600  A1=INT(10-VAL(TI?)) sPRINTAl;"{3  LEFT} 

";  srem  206 

610  IFA1O0THEN600  srem  7 

740  GOTO920SREM  **  RUN  THE  GAME  **srem  37 

3  spaces}" 

srem  191 
3  spaces)" 

srem  90 
PUR},/(5  SPACES}9, 


750  DATA" 
760  DATA" 
770  DATA" 
780  DATA" 
790  DATA" 
800  DATA" 
810  DATA" 
820  DATA" 
830  DATA" 
840  DATA" 
850  DATA" 
860  DATA" 
870  DATA" 
880  DATA" 
890  DATA" 
900  DATA" 


WHT),/(4  SPACES)9, 
CYN) ,/(4  SPACES)9, 


GRN},/[6  SPACES)9, 
BLU),/[7  SPACES}9, 
YEL},/(8  SPACES}9, 
red},/ (9  SPACES}9, 
WHT},/{10  spaces} 9 
WHT},/(4  spaces) 9, 
CYN],/[4  SPACES}9, 
PUR},/{5  SPACES}9, 
GRN},/{6  SPACES}9, 
BLU},/(7  SPACES) 9, 
YEL),/(8  SPACES]9, 
RED),/{9  SPACES}9, 


3  SPACES)" 

srem  88 
3  spaces}" 

srem  219 
3  spaces)" 

.•rem  221 

3  spaces!" 

s  rem  84 

3  spaces}" 

srem  211 
(3  SPACES)" 

srem  189 
3  SPACES ! " 

srem  190 
3  SPACES}" 

srem  89 
3  spaces}" 

srem  87 
3  spaces)" 

:rem  218 
3  spaces)" 

srem  220 
3  spaces}" 

srem  92 
3  spaces}" 


srem   219 
VfflT},/[l0    SPACES)9,[3    SPACES}" 

srem    188 

920  PRINT"{CLRJ" SPRINT" [UP)"; sPOKE36869,2 
55  srem  23 

925  PRINTSPC(9) ; "(red}71 I  18"       srem  10 
950  FORW=1TO10  srem  78 

960  PRINTSPC(9);"(RED}";CHR5{34);"2  l"rCH 
R$(34)  -.rem  1 

970  NEXTW  srem  54 

980  PRINT"[RED}, , ,, ,,,7514  3158,,,,,,"; 

s  rem  135 
990  FORW=lTO10sPRlNTSPC(6); "(RED) ,2 

[7  SPACES } 1, "s NEXTW  srem  172 

1000  POKE7713,42:POKE38433,4       srem  34 
1020  TI?="000005"  srem  42 

1070  FOR  SYP=55TO297STEP22sPOKE38400-fSYP- 
22,0iPOKE7680+SYP-22,32       srem  58 
1075  POKE3B400+SYP, 4 ; POKE76B0+SYP,42  sNEXT 
SYP:SP=297sAB=32:CB=0        srem  53 
1080  PRINT" [home) [20  DOWN}";       srem  60 
1090  FORW=0TO7sREADC$(W) sNEXTW    srem  132 
1100  FORW=0TO7sREADBC${W) s NEXTW   srem  190 
1110  TL=6sC5=C$(7) sBC$=BC$ (7)     srem  244 
1120  GOSUB1440:TI$="000000"       srem  169 
1130  C?=C?(ABS(LEN(C?)-11) )       :rem  110 
1150  IFTI>800THENC$=C$( (LEN{C$)-12) ) sBC$= 
BC$( (LEN(C9}-11) ) SGOTO1460   srem  155 
1160  IFINT(RND(TI)*100)<20THENC9-BC$ 

trem  58 


1170  IFINT(RND(TI)*100)=4THENGOSQ31440 

ireni  10 
1 180  TL=ABS ( TL+ ( (INT ( RND ( TI ) * 3 ) -1) )  ) 

!  rem  4 
1190  TL=TL-(1*( (TL<(22-LEN(C?)))+1) ) 

srem  116 
1200  TL=TL*( (TL<0)+1)  : rem  116 

1205  POKESP+7680,AB;POKESP+38400,CB 

:rem  48 
1210  PRINT :PRINTSPC{TL);C5;  : rem  204 
1220  IPAS=1THEN1470  : rem  81 

1230  P=PEEKC203) :IF  P=64  THEN  1285:rem  29 
1235  IF  P=45  THEN  1280  srem  74 

1240  IF  P=22  THEN  1270  : rem  64 

1260  GOTO  1285  : rem  210 

1270  SP=SP+1:IF  PEEK( 7680+SP) <>32  THEN  13 
00  srem  93 

1271  AB=PEEK( 7680+SP} sCB=PEEK( 38400+SP) 

srem  227 

1272  POKESP+38400,4  5POKESP+7680,42:GOTO  1 
130  srem  254 

1280  SP=SP-lsIF  PEEK(7680+SP)<>32  THEN  13 
00  s  rem  96 

1281  AB=PEEK( 7680+SP} sCB=PEEK( 38400+SP ) 

srem  228 

1282  POKESP+38400,4EPOKESP+76a0,42sGOTO  1 
130  srem  255 

1285  IF  PEEK(  7680+SP)  0  32AND  PEEK(7680+SP 
)<>42THEN  1300  srem  22 

1286  AB=PEEK{ 7680+SP) sCB=PEEK{ 38400+8? ) 

srem  233 

1287  POKESP+38400,4sPOKESP+7680,42  5GOTO  1 
130  s  rem  4 

1300  POKE36869, 240  s  PRINT" {CLR1"sPRINTSPC( 
3);"CrVs1Y0U  CRASHEDI"  srem  63 
1330  P0KE36879,8  srem  107 

1340  PRINTSPC{5) ?"{RVS]Y0UR  RATING s " 

srem  160 
1345  PRINTSPC(11-LEN(R5(R) )/2) ; " [ RVS 1 "  ;  R? 
(R)  srem  175 

1350  FORW=1TO10:GETZS:NEXTW  srem  2  25 
1360  GETZ?  s IFZ5  =  " : "0RZ5=" r "ORZ$  =  " "THEN! 36 
0  srem  158 

1410  RUN  srem  187 

1430  TI$="000000":R=R+lsIFR>10THENR=10 

srem  122 
1440  IFAS=1THEN1205  srem  81 

1450  AS=ls RETURN  i rem  230 

1460  GOSUB1430SGOTO1205  srem  78 

1470  AS=0  srem  203 

147  5  F0RQ=1T0LEN(C$)/2sPRINT"ElEFT}"; :NEX 
TQ  srem  191 

1480  PRINT" {2  Up!#$ED0WN3 {2  LEFT)%&" 

srem  157 
1530  GOTO1230  srem  200 

Tetraciystals  Of 
Veluria 

(ArlickonpageSG.) 


BEFORE  TYPING... 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTEl's  Gazette  Programs,"  "A 
Beginner's  Guide  To  Typing  In  Programs,"  and 
"The  Automatic  Proofreader''  that  appear  before 
the  Program  Listings. 


Program  1 1  Tetracrystals— vie  Version 

10  POKE52, 25  SPOKE56, 25  sCLRsGOSUB5000sCLR 

srem  166 
13  S7$="[rVS}{3  spaces} JoFFI £2  SPACES} ":C 

7$="BWRCPGBy"  srem  240 

20  Gl$="  2^   Y  VALUE  ^^{2  SPACES  1 " sG2$="AB 

CDEFGHIJKLMNOP" sG3$="+^+i+E+3+ 

g+3+E+3+^+E+|+§+i+i+l+3+"! 

CJ5="XYPC"  srem  101 

60  TG=lsGOSUB1100  srem  235 

100  GOSUB8200:GOSUB6000sGOSUB8200srem  223 
160  PRINT" f CLR} SPEED" sINPUTHF  srem  196 
180  PRINT"[DOWN}CHR?EdOWN1"  srem  168 
190  GOSUBB000  srem  226 

195  IF(G$<"1")OR(G$>"4")THEN190   srem  119 
197  G=VAL{G$)*4-lsPOKE7167,G       srem  49 
255  PRINT"{CLR} [3  SPACES];^  X  VALUE 
_^" s  PRINT " [ 2  SPACES } " ; G2$  3  SYS6401 

srem  188 
260  H=0  3PORG=1TO16;PRINTMID5(G15,G,1),-MID 
5(G2$,G,l);MID5(G3$,H+l,16) sH=ABS(H-l 
) sNEXTG  :rem  125 

280  FORG=0TO3  srem  11 

282  PRINT" { home! "MID$ (CJ5, G+1, 1)  srem  172 
285  GOSUB8000  srem  231 

290  IFG5="{Fll"THEN2a0  srem  100 

295  IFG$="Ef7}"THEN510  srem  104 

300  H=ASC(G$)-49;ONG+lGOT0325,345,365,385 

srem  240 

301  GOT0285  i rem  108 
305  NEXTG  srem  30 
325  H=H-16sIF((H<0)OR(H>15) )THEN285 

srem  198 
330  PRINT" {home} [down H 2  RIGHT} " ;G2$ ; s POK 

E7704+H,SlsXV=7726+HsGOTO305  srem  148 
345  H=H-16sIFCCH<0)OR(H>15) )THEN285 

srem  200 
350  FORJ=lTO16tPOKE7703+J*22,JENEXTJ3POKE 

7725+H*22,SlsYV=HsGOTO305  srem  4 
365  IF{(H<0)OR(H>1) )THEN285  srem  250 
370  PV=H+49sSB=2THsGOTO305  srem  76 
385  IF{ (H<0)OR(H>7) }THEN2a5  srem  2 
390  POKEXV+YV*22+30720,H:POKEXV+YV*16+302 

08 , H: POKEXV+YV*22 , PV  s  POKEXV+YV* 16-558 

,PV  I  rem  14 

395  POKEXV+YV* 16-302, ( (H*16)+SB) sGOTO280 

srem  31 
510  POKE36879,SSsTG=l!CP=0sGOTO7S0:rem  52 
600  SYS6406  3SYS6431  srem  108 

650  SYS6577  srem  115 

655  F0RG=1T0HF: NEXTG  srem  45 

656  GETG?sIFG?<>""THENGOSUB7000    srem  84 

657  IFCPTHENGOSUB7310  srem  62 
660  SYS6475sSYS6542  srem  123 
690  GOSUB1000sTG=l  srem  35 
695  GOSUB1100  srem  230 
700  SYS6401sSYS6424  srem  106 
750  SYS6573                      -rem  112 

755  F0RG=1T0HF! NEXTG  srem  46 

756  GETG$3lFG$<>""THENGOSUB7000  : rem  85 

757  IFCPTHENGOSUB7310  srem  63 
760  SYS6468ESYS6535  srem  128 
790  GOSUB1000iTG=0  srem  35 
795  GOSUB1100SGOTO600  srem  240 
1000  J=INT{RND(1)*16) sH=INT(RND(l)*3) s POK 

E36874+H,PEEK{6993+J) jPOKE36878, (JOR 

8) : RETURN  srem  70 

1100  POKE36B66, 128*TG+16 s POKE36a67, 32 s POK 

E36864, 10SPOKE648, 2*TG+28sZ=TG*2+156 

jrem  119 


COMPUTei'a  Gaielle    January  1984     191 


1120  FORH=217T0228 : POKEH, Z : POKEH+12, Z+1 :N 

EXTH: PRINT" [home] ";: RETURN  : rem  149 
5000  OPENl, 1,0, "CRYSTALS  T3/JAN"  : rem  85 
5020  FORG=0TO39:FORH=1TO16  :reni  82 
5030  INPUT#1,Y;X=G*16+H+6400:POKEX,Y:PRIN 

TY;  iretn  225 

5060  NEXTH.G  : rem  197 

5075  INPUT#l,L:IFL<>99999THENSTOP  :rem  78 
5080  CLOSEl: RETURN  : rem  142 

6000  SS=PEEK( 36879) :PRINT"{CLR] "SPC{66)s7 

$"F1  BDR":PRINTS7$"F3  SCN  : rem  166 
6010  PRINTS7$"F5  REV"!PRINTS7?"F7  FIN 

{DOWN}"  :rem  210 

6012  F0RG=lT08:PRINTS7$fGrMID$(C7$,G,l) ;S 

7$:NEXTG  :rem  216 

6020  FORG=0TO7:FORH=0TO7:POKE385a3+G*22+H 

,G:NEXTH:NEXTG  : rem  200 

6030  POKE36B79,SS  : rem  219 

6050  GOSUB8000:IFG?="{F1)"THENG=(SS+1}AND 

7:SS=(SSAND248)ORG  : rem  202 

6052  rFG$="[F3}"THENSS={SS+16)AND255 

; rem  216 
6054  IFG$=" I F5 1 "THENG= ( SS+8 ) ANDl^ : SS= { SSA 

ND240)ORG  :rem  124 

6056  IFG$="EF7j"THENRETURN        : rem  227 
6060  GOTO6030  : rem  206 

7000  IF( G$  < " { Fl J " ) OR(G?> " t  F6 1 " ) THENRETURN 

;rem  144 
7010  G=ASC ( G? ) -1 32 : 0NGG0T07 100 , 7  200 ,7210, 

7300,7400,7450,7600  : rem  142 

7100  CP=0: RETURN  : rem  226 

7200  H=25:GOTO7220  : rem  243 

7210  H=-25  srem  227 

7220  GOSUB8000:G=ASC(G$)-48:IF(G<0)OR{G>9 

)THEN7220  :rem  116 

7240  HF=HF+G*H: RETURN  ! rem  36 

7300  CP=1  srem  203 

7310  GOSUB8O00 ! IPG$=" {F7 ) "THENRETURN 

! rem  95 
7320  IFG$  =  ''{F11"THENCP=0:  RETURN  s  rem  21 
7330  GOTO7000  : rem  205 

7400  PV=INT(RHD(1)*8)*16+1:GOTO7500 

;rem  222 
7450  GOSUBa000:G=ASC{G$)-49:IF(G<0)OR(G>7 

)THEN7450  :rem  125 

7460  PV=G*16+1  :rem  232 

7500  XV=INT{RND(1)*16):YV=INT(RND(1)*16): 

QV=XV+YV*16+7424  : rem  118 

7510  POKEQV , PV : POKEQV+5 1 2 , PV ! RETURN 

! rem  52 
7600  RUN13  :rem  38 

8000  GETG? !lFG$=""THEN8000        : rem  191 
8010  RETURN  srem  169 

8200  P0KE36866, 150 t POKE36867 , 46 iPOKE36a64 

,5:POKE36879,27:RETURN       s rem  211 

Program  2: 

Tetraciystals — VIC  DATA  Maker 

2  REM  PREPARES  {14  SPACES  }DATAF I t-E  FOR 

(10  SPACES  5 TETRACRYSTALS        : rem  142 
5  DIMCS(40}  ;rem  90 

8  FORG=1TO40:READH:CS(G)=H:NEXTG   : rem  38 
10  PRINT" tCLR}  CHECKSUM"?  ; rem  83 

13  FORJ=1TO40  jrem  10 

15  TL=0  :rem  115 

18  F0RK=1T016  : rem  19 

20  READL:TL=TL+L  :rem  248 

23  NEXTK  :rem  239 

25  IFTL<>CS{J}THENPRINT!PRINT"TYP0  IN  LIN 
E";100+J*10:STOP  ! rem  95 

192     COMFUTEi'i  Cazolle    January  1984 


28  NEXTJ  :rem  243 

30  READL:IFL<>99999THENPRINT" INSUFFICIENT 

DATA":STOP  :rem  152 

32  PRINT"  0K{2  DOWNj"  : rem  242 

35  PRINT "GET  DATA  TAPE  READY {3  SPACES] HIT 

A  KEY  TO  CONTINUE  s rem  199 

36  GETG?:IFG$=""THEN36  ; rem  1 

37  PRINT: PRINT  : rem  190 

38  CLR  :rem  76 
40  OPENl, 1,1, "CRYSTALS  T3/JAN"  : rem  245 
43  FORJ=1TO40:READL: NEXTJ  : rem  114 
45  FORJ=1TO40  : rem  15 
50  FORK=1T016  : rem  15 
53  READL:PRINT#1,L;CHR$(13) ;  ! rem  143 
55  NEXTK  irem  244 
58  NEXTJ  jrem  246 
60  READL:IFL<>99999THENPRINT "CHECK  DATA": 

GOT065  : rem  208 

63  PRINT#1,L  :rem  194 

65  CLOSEl  :rem  18 

99  END  :rem  73 

101  DATA2175, 2423, 2474, 1942, 2180   : rem  98 

102  DATA2431, 2113, 1935,2660, 2567   : rem  98 

103  DATA2317, 1710, 2352, 2061, 1928   : rem  93 

104  DATA2461, 2246, 1533, 2072, 1693  :rem  100 

105  DATA1626, 1883,1556,1844,2604  : rem  113 

106  DATA1715, 2310, 2659, 1771, 1900  :rem  109 

107  DATA2411, 1971, 2168, 2142, 1770  : rem  101 

108  DATA2510, 1251, 3302,0,0  srem  28 
110  DATA169, 29, 208, 3, 234, 169, 31, 133, 252,1 

69,0,133,251,234,160,0  srem  68 
120  DATA145, 251, 200, 208, 251, 96, 234,169,29 

,162,31,208,5,234,169,31  :reml79 
130  DATA162, 29, 133, 252, 134, 254, 169,0, 133, 

251,133,253,234,160,0,177  :rem  216 
140  DATA253, 10, 9, 240. 133, 1,177, 253, 9, 15, 3 

7,1,145,251,200,208  srem  166 

150  DATA238,96,234,169,28,162,29,208,5,23 

4,169,30,162,31,133,252  srem  143 
160  DATA134. 254, 169, 0,1 33, 251, 133, 2 53, 234 

,172,255,27,162,4,185,65  srem  182 
170  DATA27,149,0, 136,202,208,247, 169,32,1 

33,5,234,234,160,0,177  :rem  75 
180  DATA253, 162,0,9, 16, 24, 232, 106, 176, 3,1 

44,250,234,181,0,145  srem  220 

190  DATA251,200,208,235,96, 234, 169, 148,16 

2,29,208,5,234,169,150,162  srem  38 
200  DATA31, 133, 252, 134, 254, 169,0, 133,  251, 

133,253,234,160,0,177,253  srem  208 
210  DATA74, 74, 74, 74, 145,251,200,208,245,9 

6,234,234,169,29,208,2  : rem  94 
220  DATA169, 31, 133,2, 133,252, 160,0, 132,1, 

234.177,1,41,4,240  :rem  101 

230  DATA5, 32, 204, 25, 164, 254, 200, 208, 242,9 

6,234,132,254.169,0,133  jremlie 
240  DATA253, 152, 41, 240, 208, 4,  169, 17, 133,  2 

53,152,41,15,208,6,169  : rem  75 
250  DATA34, 5, 253, 133, 253, 200, 152,  41, 15,  20 

8,6.169,68,5,253,133  :rem  229 

260  DATA253,165, 254,9, 15,168, 200, 208,6, 16 

9,136,5,253,133,253,234  ;reml38 
270  DATA76, 11, 26,5, 253, 133, 253,96, 234, 234 

,164,254,169,48,37,253  srem  101 
280  DATA208, 19, 152 , 56 , 233 , 17 , 168 , 177 , 1 , 41 

,12,240,5,169.3,32  srem  137 

290  DATA4,26, 164,254, 234,169,80, 37,253,20 

8,19,152,56,233.15,168  srem  100 
300  DATA177, 1,41, 12. 240,5. 169, 5, 32,4, 26, 1 

64,254,234,169,160  srem  128 

310  DATA37, 253, 208, 19, 152,24, 105, 15, 168,1 

77,1,41,12,240.5,169         srem  230 


320  DATA10,32,4,26,164,254,2  34,1d9,192,37 

,253,208,19,152,24,105         !rem76 

330  DATA17, 168, 177, 1,41, 12, 240, 5, 169, 12, 3 

2,4,26,164,254,234  :rem  129 

340  DATA169, 1,37, 2  53, 208, 50, 165, 254, 56,  23 

3,16,168,177,1,41,15  !rem244 

350  DATA234,2  34,234,234,208,34,165,2S4,56 

,233,16,170,41,240,240,11     trem  215 
360  DATA138, 56, 233, 16, 168, 177,1,41, 12, 208 

,13,164,254,177,1,56         : rem  243 
370  DATA233, 3, 134, 251, 164, 251,145,1,169,2 

,37,253,208,41,164,254         :rem76 
380  DATA136, 177, 1,41, 15, 234, 234, 234, 234, 2 

34,234,234,208,25,164,254     : rem  228 
390  DATAl 36, 152, 41, 15, 240, 7, 136, 177, 1,41, 

12,208,10,164,254,177  jrem  22 

400  DATAl, 56, 233, 3, 136, 145, 1,169, 4, 37, 253 

,208,44,164,254,200  :rem  176 

410  DATA177,1,41,15,234,234,234,234,234,2 

34,234,208,28,169,1,133       : rem  121 
420  DATA2  51,164, 2  54, 200, 200, 152,41, 15, 240 

,6,177,1,41,12,208,9         ; rem  208 
430  DATA164, 254, 177,1, 56,233,3,145,251,16 

9,8,37,253,208,44,165  ; rem  45 

440  DATA254, 24, 105, 16, 168, 177, 1,41, 15, 234 

,234,234,234,208,28,169       !reml34 
450  DATA16, 133, 251, 165, 254, 24, 105, 32, 176, 

7,168,177,1,41,12,208  : rem  27 

460  DATA10, 164,254,177,1,56,233,3,145,251 

,234,164,254,96,234,234       : rem  135 
470  DATA87,81,90,0, 219,102,160,42,63,90,8 

3,88,43,37,36,28  : rem  57 

480  DATAI63 ,175,175,187,195,201,207, 209 , 2 

15,215,219,221,225,228,232,235 

: rem  235 
490  DATA0 ,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 

: rem  75 
500  DATA0 ,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 

; rem  67 
50000  DATA99999  : rem  44 

PrO0rant  3:  Tetracrystals — 64  version 

10  GOTO9000:REM  MACHINE  LANGUAGE  LOADER 

;rem  113 

13  S7$="(RVS}{7  SPACES} {OFF} (4  SPACES} ";C 
7$="aLKWHTREDCYNPURGBLUYEL" :PS=53280 
:RV=49760  srem  17 

20  Gl$  =  "  ^--  Y  VALUE  —(2  SPACES}  "  :G2$="AB 
CDEFGHIJKLMNOP"  !G3?'="  +  i  +  g  +  B  +  i  + 

:rem  181 
30  CJS="XVALUEYVALUEPLANT#COLOR"  : rem  97 
60  GOSUE1100;REM  NORMAL  COLORS  : rem  97 
100  GOSUB6000:REM  SET  UP  SCREEN/BORDER 

:rem  51 
110  GOSUB1100  :rem  212 

160  PRINT" fCLR}SPEED?  (THE  LOWER  THE  NUMB 

ER  THE  FASTER) "ilNPUTHF        trem  14 
180  PRINT" J DOWN} WHICH  CHARACTER  SET? 

{shift-space} (1-4) {DOWN}"      : rem  58 
190  GETG?:IFG$=""THEN190  : rem  99 

195  IF(G$<"1" )OR{G5>"4")THEN190   : rem  119 
197  G=VAL(G$}*4-l!POKE49664,G     irem  105 
255  PRINT" [CLR} "SPC(130}"(3  SPACES}**  X 
VALUE  _^"!PRINTSPC(52) ;G2$:SYS4967 

0  :rem  100 

260  H=0:FORG=1TO16:PRINTSPC(9)MID5(G1$,G, 

1)"  "MID?(G2$,G,1) ;  : rem  90 

270  PRINTMID$(G3$,H+i;i6) :H=ABS(H-1) :NEXT 

G  trem  194 


280  FORG=0TO3  :rem  11 

282  PRINT" { HOME } "MID$ ( CJ$ ,  G*6+l , 6 ) : PRINT" 
*-Fl  TO  CANCEL-*-F7  TO  BEGIN  GAME-*" 

:rem  173 
285  GETG$!lFG5=""THEN285  trem  109 

290  IFG$="[F1}"THEN280  : rem  100 

295  IFG?="{F73"THEN310  :rem  104 

300  H=ASC(G$)-49!0NG+1G0T0325, 345,365,385 

:rem  240 

301  GOT0285  srem  108 
305  NEXTG  :rem  30 
325  H=H-16!lF( (H<0)OR(H>15 ) )THEN285 

:rem  198 
330  PRINT" {home} (5  DOWN} "SPC( 12 ) f G25 ; : POK 
E1236+H,8l!XV=1276+H:GOTO305  : rem  44 
345  H=H-16:IF{ (H<0) 0R( H> 15 ) )THEN285 

:rem  200 
350  PORJ=1TO16:POKE1235+J*40,J:NEXTJ:POKE 
1275+H*40,81:YV=H:GOTO305  :rem  248 
365  IF( (H<0)OR(H>1) )THEN285  srem  250 
370  PV=H+49:SB=2rH:GOTO305  : rem  76 
385  IF( (H<0)OR(H>7) }THEN285  : rem  2 
390  POKEXV+YV*40+542  72,H!POKEXV+YV*40,PV 

:rem  213 
395  POKEXV+YV* 16+481 32, ( (H*16)+SB) :GOT028 
0  trem  138 

510  POKEPS,RB:POKEPS+1,SC:CP=0  trem  140 
520  PRINT" {CLR} {DOWN] "SPC(7);"T  E  T  R  A  C 
R  Y  S  T  A  L  S":GOTO700  trem  248 
600  SYS49670tSYS49695  trem  233 

650  SYS49841  jrem  164 

65  5  FORG=lTOHFt NEXTG  trem  45 

656  GETG?:IFG$<>""THENGOSUB7000    trem  84 

657  IFCPTHENGOSUB7310  ;rem  62 
660  SYS49806tSYS49739  trem  239 
690  GOSUB1000tREM  MUSIC  trem  127 
700  SYS49665tSYS4968B  trem  240 
750  SYS49837                      trem  170 

755  F0RG=1T0HF:NEXTG  trem  46 

756  GETG?tIFG?<>-""THSNGOSUB7000    trem  85 

757  IFCPTHENGOSaB7310  trem  63 
760  SYS49799tSyS49732  trem  244 
790  GOSUB1000;REM  MUSIC  trem  128 
795  GOTO600  trem  116 
1000  REM  MUSIC  trem  38 
1050  VM=(INT(RND{1)*3))*16:VM=VM+(INT(RND 

(1)*16))  :rem  243 

1060  POKE50688,VM  trem  208 

1070  SYS50689  trem  211 

1080  RETURN  trem  169 

1099  RETURN  trem  179 

1100  POKE53280,254!POKE53281,246tRETURN 

trem  8 
6000  RB=PEEK(PS) t SC=PEEK( PS+1 ) tPRINT" 

(CLR)"SPC(131)S7$"F1  BORDER" trem  195 
6005  PRINTSPC(11)S75"F3  SCREEN  trem  250 
6008  PRINTSPC{11)S7?"FS  REVERSE  ;rem  91 
6010  PRINTSPC{11)S7$"F7  CONT I NUE { DOWN } 

trem  176 
6012  FORG=lT08tPRINTSPC(ll)S7$rG;MID$(C7? 

,G*3-2,3} tNEXTG  trem  70 

6020  FORG=0TO7:PORH=0TO7t POKE55627+G*40+H 

, G t NEXTH t NEXTG  trem  198 

6030  P0KEPS,RB:P0KEPS+1,SC        trem  133 

6050  GETG$:IPG$=""THEN6050        trem  197 

6051  IPG$="{Fl}"THENRB=(RB+l)AND15:rem  70 

6052  IFG5="(P3  3"THENSC=(SC+l)AND15trem  76 

6054  IPG?="EF5]"THENP0KERV, { ( PEEK(RV)+128 
)AND2  55)  trem  248 

6055  IFG$="{F5  3"THENFORX=1344T01663iPOKEX 
,  ((PEEK(X)  +  128)AND255) tNEXTX  trem  31 

COMPUTEi'i  Gazette     Jonuory  1984     193 


6056  IFG$="[F7l"THENRETURN        :rem  227 
6060  GOTO6030  : rem  206 

7000  IF(G$<"{F11")0R(G$>"[F6]")THENRETURN 

srem  144 
7010  G=ASC{G$ ) -132 :ONGGOTO7100, 7200, 7210, 

7300,7400,7450,7600         :rem  142 
7100  CP=0: RETURN  : rem  226 

7200  H=25:GOTO7220  srem  243 

7210  H=-25  srem  227 

7220  GOSUBa000:G=ASC{G$)-48:IF(G<0)OR(G>9 

} THEN? 2 20  srem  116 

7240  HF=HF+G*H! RETURN  : rem  36 

7300  CP=1: RETURN  srem  229 

7310  GOSUB8000: IFG$=" {F7) "THENRETURN 

:rem  95 
7320  IFG?="{F1}"THENCP=0: RETURN  : rem  21 
7330  GOTO7000  srem  205 

7400  PV=INT(RNDt 1 )*8)*16+1:GOTO7500 

:rem  222 
7450  GOSUB8000:G=ASC(G$)-49:IF(G<0)OR(G>7 

)THEN7450  srem  125 

7460  PV=G*16+l  srem  232 

7500  XV=INT(RND(1)*16) : YV=INT( RND( 1 )* 16 ) : 

QV=XV+YV* 16+491 52  : rem  170 

7  510  POKEQV, PV:P0KEQV+2 56, PV: RETURN 

:rem  57 

7600  RUN13  :rem  38 

8000  GETG$:IFG$=""THEN8000  srem  191 

8010  RETURN  srem  169 

9000  DIMCS(54)  srem  243 

9010  FORG=1T054!READCS(G) sNEXTG  srem  182 

9020  PRINT"{CLR]"SPC{6};"T  E  T  R  A  C  R  Y 
{SPACE Is  T  A  L  S{2  DOWN} " t PRINT" —  C 

HECKSUMs";  srem  95 

F0RJ=1T054  srem  119 

TL=0  srem  218 

F0RK=1T016  srem  120 

READLsTL=TL+L  srem  101 

NEXTK  srem  90 
IFTL<>CS(J)THENPRINTs PRINT "TYPO  IN  L 

INE";9340+J*10:STOP  srem  8 

NEXTJ  srem  91 

READLsIPL<>99999THENSTOP  srem  83 
PRINT"  OK {down}": PRINT" —  LOADING  MA 

CHINE  LANGUAGE."  srem  17 

CLRsM=49664  srem  126 

P0KEM,3  srem  168 

FORJ=lT054sREADK: NEXTJ  : rem  222 

FORJ=1TO40  srem  122 

F0RK=1T016;M=M+1  ;rem  231 

READLsPOKEM,L  :rem  107 

NEXTK  srem  91 

NEXTJ  irem  95 


9030 
9040 
9050 
9060 
9070 
9060 

9090 
9100 
9110 

9120 

9130 
9150 
9155 
9160 
9165 
9170 
9175 

9179 
9180 
9185 
9190 
9195 
9200 
9204 
9205 
9210 
9215 
9220 
9225 
9230 
9240 
9270 
9272 
9274 


M=506a8  srem  111 

F0RJ=41T046  s  rem  178 

F0RK=1TQ16:M=M+1  srem  2  38 

READLsPOKEM,L  srem  105 

NEXTK  srem  98 

NEXTJ  srem  84 

M=50943  srem  94 

FORJ=47T054  srem  181 

F0RK=lT016sM=M+l  : rem  227 

READLsPOKEM,L  srem  103 

NEXTK  srem  87 

NEXTJ  srem  91 

READLs  IFLO99999THENST0P  srem  87 
RUN13  srem  40 

DATA2500, 2910, 263  7, 1944, 2015 srem  15  5 
DATA2122, 2553, 2150, 2153, 2209 srem  148 
DATA1612, 1875, 2521, 2061, 192asrem  166 


9276  DATA2461, 2415,1534,2241, laeSsrem  163 
9278  DATAI627, 2052, 1726, 1845, 2604:rem  171 
9280  DATA1717, 2311,2660, 1772, 1910:rem  158 
9282  DATA2412, 1972, 2169, 2143, 1771srem  167 
9284  DATA25I1, 1251, 2546, 2115, 1718jrem  158 
9286  DATA1762, 2481, 2247, 1939, 2497 srem  189 
9288  DATA1436, 546,282, 778,929  srem  248 
9290  DATA1246, 1495, 1077, 1002  srem  164 
9350  DATA169, 192, 208, 3, 2  34, 169, 193, 133, 25 

2,169,0,133,251,234,160,0  srem  237 
9360  DATA145, 251, 200, 208, 251, 96, 234, 169, 1 

92, 162, 193, 208, 5, 234, 169, 193 srem  149 
9370  DATA162, 192, 133,252,134, 254,169,0,13 

3,251,133,253,234,160,0,177  srem  72 
9380  DATA253, 10,9,240, 133,2,177, 253,9,15, 

37,2,145,251,200,208  srem  231 
9390  DATA23S, 96, 234, 169,4, 32,81, 196,240, 5 

,169,4,32,85,196,234  srem  20 

9400  DATA172,0, 194, 162,4,  185,65,196,149,  1 

,136,202,208,247,169,32  srem  146 
9410  DATA133, 6, 234, 234, 234, 234, 234, 234, 23 

4,160,15,177,253,162,0,9  srem  176 
9420  DATA16, 24, 232, 106, 176, 3, 144, 250, 234, 

181,1,145,251,136,16,235  srem  170 
9430  DATA32, 101, 196, 144, 228, 96, 169, 216, 32 

,81,196,240,5,169,216,32  srem  201 
9440  DATA85, 196, 234, 160,15,177,253,74,74, 

74,74,145,251,136,16,245  srem  213 
9450  DATA32,101,196, 144,238,96,234,0,0,0, 

0,0,169,192,208,2  srem  77 

9460  DATA169, 193, 133, 3, 133, 252, 160,0, 132, 

2,234,177,2,41,4,240  srem  224 
9470  DATA5, 32, 204, 194, 164, 254, 200, 208, 242 

,96,234,132,254,169,0,133  srem  234 
9480  DATA253, 152,41,240, 208,4,169,17, 133, 

253,152,41,15,208,6,169  srem  138 
9490  DATA34, 5,253, 13  3,253,200, 152,41, 15,2 

08,6,169,68,5,253,133  srem  36 
9500  DATA253,165, 254, 9, 15, 168, 200,208,6,1 

69,136,5,253,133,253,234  srem  192 
9510  DATA76,11, 195, 5, 253, 133, 253,96, 234, 2 

34,164,254,169,48,37,253  srem  210 
9520  DATA208,19,1S2,56,233, 17,168,177,2,4 

1,12,240,5,169,3,32  srem  192 

9530  DATA4, 195, 164, 2  54, 234, 169,  80,  37,  253 , 

208,19,152,56,233,15,168  srem  209 
9540  DATAl 77, 2, 41, 12, 240, 5, 169, 5, 32, 4, 195 

,164,254,234,169,160  srem  247 
9550  DATA37,2  53, 208,19, 152,24,105,15,168, 

177,2,41,12,240,5,169  srem  38 
9560  DATA10, 32,4, 195,  164,254,  234,169,  192, 

37,253,208,19,152,24,105  srem  194 
9570  DATAl 7, 168, 177, 2, 41, 12, 240,5,169,12, 

32,4,195,164,254,234  srem  248 
9580  DATA169,1, 37, 25  3,208, 50,165,254, 56,2 

33,16,168,177)2,41,15  srem  52 
9590  DATA234,234, 234,2  34,208,34,165,254,5 

6,233,16,170,41,240,240,11  srem  22 
9600  DATA138,56, 233,16, 168, 177,2,41,12,20 

8,13,164,254,177,2,56  srem  43 
9610  DATA233,3,134,251,164,251,145,2,169, 

2,37,253,208,41,164,254  srem  131 
9620  DATA136, 177, 2,41, 15, 234,  234, 2  34,  234, 

234,234,234,208,25,164,254  srem  27 
9630  DATA136, 152,41, 15, 240,7,136,177,  2,41 

,12,208,10,164,254,177  :rem77 
9640  DATA2, 56, 233, 3, 136, 145, 2, 169,4, 37,  25 

3,208,44,164,254,200  ;rem  241 
9650  DATA177,2,41, 15,2  34,234,234,234,234, 

234,234,208,28,169,1,133     srem  185 


1 94     COM  PUJEt's  Gazette     Ja  nuo  ry  1 984 


9660  DATA251, 164, 254, 200,  200, 152,41,  15,24 

0,6,177,2,41,12,208,9  :reml6 
9670  DATAI64, 254, 177, 2, 56, 233, 3, 145, 2  51,1 

69,8,37,253,208,44,165  :reml09 
9680  DATA254,24,105,16, 168,177,  2,41,  15,23 

4,234,234,234,208,28,169  :reml98 
9690  DATA16, 133, 251, 165, 254, 24, 105,  32,  176 

,7,168,177,2,41,12,208  :rem91 
9700  DATA10, 164, 254, 177, 2, 56,  233, 3,  145,  25 

1,234,164,254,96,234,234  :reml90 
9710  DATAB7,ai,90,0, 219, 102, 160, 42 , 65 , 90, 

83,88,43,37,36,28  sremlll 

9720  DATA162, 192,208, 2, 162,193, 133, 252, 13 

4,254,169,132,133,251,169,0  irem  79 
9730  DATA133,2  53,96, 234, 24, 169,  16,  101,  253 

,144,1,96,133,253,169,40  :reml93 
9740  DATA101,251,144,2, 230,  252, 133,  251,  24 

,96,234,0,0,0,0,0  :rem  50 

9749  REM  —  MACHINE  LANGUAGE  MUSIC  — 

{18  SPACES]COULD  BE  OPTIONAL: rem  147 

9750  DATA173,0,198,10, 170, 74, 41 , 240, 74, 72 
,74,74,74,133,251,104         :rem40 

9760  DATA56,229,251,168,189,  32, 199, 153,0, 

199,232,200,109,32,199,153  :reni  69 
9770  DATA  0,199,136,132,252,162,7,185,0,1 

99,153,0,212,200,202,208  :reml28 
9780  DATA246, 169, 1,141, 3, 212, 169, 10, 141, 2 

4,212,164,252,169,1,25  :rem  79 
9790  DATA4, 199, 153, 4, 212, 162, 5, 160, 0,234, 

234,234,200,208,250,238  s rem  128 
9800  DATA3,212, 238, 24, 212 , 202, 208, 241,96, 

0,0,0,0,0,0,0  rrem  99 

9809  REM  —  MUSIC  DATA  STATEMENTS  — 

:retti   21 

9810  DATA0, 0,0, 5, 64, 140, 48, 0,0, 0,0,  32, 152 
, 105,0,0  :rem   99 

9820    DATA0, 0,16, 57, 194,0, 0,0, 15, 0,0, 0,0,0 

,0,0  ;reni  152 

9830  DATA134,3, 180,4,71, 5,71,6,12,7, 12,7, 

104,9, 143, 10  srem  80 

9840  DATA143, 10,143, 12, 24, 14,24, 14, 195, 16 

,209,18,31,21,30,25  :rem  168 

9850  DATA49,28,165,31,135, 33,162,37,62,42 

,193,44,60,50,99,56  :rem216 

9860  DATA75,63, 15, 67, 15, 67, 69, 75, 125, 84, 2 

14,94,121,100,199,112  :rem  63 
9870  DATA12,7,97,8, 143, 10, 143, 10, 218, 11,1 

43,12,24,14,210,15  : rem  118 

9880  DATA195,16,209, 18, 31, 21 , 30, 25, 49, 28, 

49,28,162,37,62,42  :rem  161 

10000  DATA99999  : rem  40 

Hardhat  Climber 

(Artick'  on  page  82.) 


BEFORE  TYPING... 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTEI's  Gazette  Programs,"  "A 
Beginner's  Guide  To  Typing  In  Programs,"  and 
"The  Automatic  Proofreader^'  that  appear  before 
the  Program  Listings. 


Program  1: 

Hardhat  Climber— VIC  Version 

0  POKE51,192  tPOKE52, 29SPOKE55, 192SPOKE56, 
29  I POKE36B69, 255  s  POKE36878, 15  j  POKE36879 
,25  srem  83 

1  D»37154iPl=37151:P2=37152:DO{0)=-ltDO(l 


)=1:DI=D0(INT(RNDC1)*2) )         : rem  54 

2  A$= ">>>>>>>>>>> >>>>>>>>>> {left} {INST}>" 
:DIMB(ll) :G=30720!E2=0  ;reml26 

3  SC=I:CH=2!E1=0:D(0)=4:D(1)=2:D(4)=7:Z=5 
7!E3=1:Q=10000:J=56  :rem  32 

10  GOSUB100:POKE36869,255iE4='0sE5=2 

;rem  246 

15  GOSUB70:H=0:Y=0  ; rem  60 

16  S=8143+INT{RND(1)*20) : IFPEEK( S+22 )=620 
RPEEK(S)=59THEN16  srem  145 

17  T=PEEK{S}  :  POKES,  58:  POKES-fG,0   :  rem  161 

19  V=7712+B(Y) :W=62:DO=DO(INT(RND(I)*2)) 

srem  7 

20  SYS82B:ONPEEK(l)GOT035,26,28,31,33 

: rem  110 

21  FORN=lT02  3:NEXT!GOT041  : rem  95 

26  IFPEEK(S+22}=ZTHENP0KES,T!P0KES+G,D(T- 
J) !S=S+22:GOTO40  ; rem  84 

27  GOT041  ;rem  7 

28  DI=-1 : IFPEEK(S+21 ) <62THENP0KES, T: POKES 
+G,D{T-J) :S=S-l!GOTO40         : rem  147 

29  IFT<>ZTHENPOKES,T:POKES+G,D(T-J) :S=S+D 
l!T=PEEK{S) :GOT055  : rem  83 

30  G0T041  : rem  1 

31  IFT=ZTHENPOKES,TtPOKES+G,D(T-J) :S=S-22 
:GOTO40  :rem  78 

3  2  G0T041  :rem  3 

3 3  DI=1 : IFPEEK ( S+23 } < 62THENP0KES , T : POKES+ 
G,D(T-J) !S=S+1:GOTO40  i rem  98 

34  GOT029  srem  11 

35  POKE36876,240!POKES,TsPOKES+G,D(T-J) :S 
=S-22+DI:T=PEEK(S) : POKES, 58 : IFT=60THEN 
55  srem  5 

36  IFPEEK ( S+22 ) =60THENSS=SS+1000  s  PRINT " 
{home} { RVS  3 "TAB { S-LEN ( STR$ ( SS ) ) ) SS 

srem  62 

37  F0RN=1 T05 s NEXT s POKES, TsP0KES+G,D(T- J) s 
S=S+22+DIsT=PEEK(S) s POKES, 58 s IFPEEK {S+ 
22)>61THEN55 

38  POKES+G,0sPOKE36876,0:GOTO41   srem  102 

40  POKE36B76, 200 jPOKE36876, 0 sT=PEEK(S) s PO 
KES,58sPOKES+G,0  : rem  165 

41  IFT=61THENSS=SS+1 50: PRINT" {home} {RVS} " 
TAB(8-LEN{STR$(SS) ) ) SSsH=H+l :T=62 s IFH= 
16THEN64  srem  240 

42  IFT=60THEN55  srem  133 

43  G0SUB98  :rem  88 

45  POKEV,WsPOKEV+G,D(W-J) j V=V+DO: W=PEEK( V 
) :POKEV,60sPOKEV+G,7  srem    145 

46  IFD0=22ANDPEEK(V+22)=56THEND0=D0(INT(R 
ND(1)*2)) SGOT048  ; rem   195 

47  IFW=63THENDO=2  2  srem   90 

48  IFW=5aTHEN55  srem    149 

49  IFVO164THEN20  srem   242 

50  Y=Y+l5lPY=12THEN55  srem    11 

51  POKEV,62!GOT019  srem   92 

55  POKE36876,0sSO=250iIFT=60THENT=W 

srem  138 

56  P0KE36B74, SO s IFPEEK ( S+22 )<>56ANDS< 8164 
THENPOKES , T : POKES+G , D ( T- J ) s  S=S+  2 2  s  T=PE 
EK(S) sPOKES,5asPOKES+G,0       srem  185 

57  FORN=lTO17sNEXTsSO=SO-5sIFSO>150THEN56 

s  rem  137 

58  POKE36874,0sCH=CII-lsIFCH=-lTHENPOKED,2 
55  5POKE36869,240sPRINT" {CLR} {bLK}"SSsE 
ND  srem  104 

59  PRINT" [home] {RVS}"TAB{14)CHs  sPOKEV,W:P 
OKEV+G , D { W-J ) : Y=Y+1 s IFW=5STHENP0KEV , T  s 
POKEV+G,D(T-J)  J  rem  248 

60  IFY>10THEN15  : rem  130 

61  IFS>8163THENPOKES,TiGOT016     srem  100 

COMPUTEIS  Goielte    Jonunrji  19B4     195 


62  POKES, Sa:POKES+G,0!GOTO19      s rem  234 

64  IFY=11THEN67  : rem  141 

65  F0RN=Y+1T0H !POKE77L2+B(N) , 62:SS=SS+10 
0 : PRINT " [HOME  3 { RVS ) "TAB ( 8-LEN ( STR? ( SS ) 
})SS:G0SUB98  : rem  194 

66  POKE36877,250:FORM=240TO250:POKE36876, 
M ! NEXT : P0KE36876 , 0  t  POKE36877 , 0 : NEXT 

srera  113 

67  E2=E2+.05:SC=SC+1:E1=E1+1:IFE1>8THENE1 

=8  srem  227 

68  G0T015  ! rem  13 

69  G0T069  : rem  23 

70  PRINT"  {CLR}  [pur}",-  :  FORN=1T021  :  PRINTA$  : 
NEXT ! PRINTA? " [ HOME ) " : B?= " >  888888888888 
88888888"  : rem  108 

71  PRINT" [2  DOWN} "TAB (6) "?>>>>>>>>? {red}" 
: PRINTTAB ( 6 ) "9 ( PUR} 88888888 { RED} 9 " s  PRI 
NTTAB (6)"9>>>>>>>>9": PRINTTAB { 6 ) "9>  >  >  > 
>>>>9{pOR}"  :rem  12 

72  FORN=lT03:PRINTB$"[4  DOWN} " :NEXT: PRINT 
B$"{H0ME}"; !POKE8185,62        : rem  162 

73  PRINT "I RVS 3 "TAB ( 8-LEN ( STR? (SS)) )SS;TAB 
( 14 )CH;TAB ( 17 ) SC: POKE7697 , 163 : FORN=0TO 
ll:POKE7712+B(N) ,60  : rem  61 

74  POKE7712+B(N)+G,7:NEXT!F0RN=7834TO8164 
STEP110:IFN=8164THENa0  : rem  73 

75  F0R0=1T03  : rem  230 

76  R=N+1+INT(RND(1)*20) i IFPEEK( R) <> S6THEN 
76  srem  17 

77  FORM=RTOR+88STEP22:POKEM,57;POKEM+G,2t 
NEXT!IF0>1ANDRND(1)<E2THENP0KER+(INT(R 
ND(l)*2)+2)*22,63  : rem  203 

78  IFRND ( 1 } < . 5ANDPEEK (R-22 ) =62THENPOKER-2 
2,63  irem  170 

79  NEXT  srem  175 

80  F0R0=1T0E1  I  rem  37 

81  R=-N+3+INT(RND(l)*16)  t  IFPEEK(  R)  O560RPE 
EK ( R-22 ) <  >  620RPEEK ( R+1 ) =620RPEEK ( R-1 )  = 
'62THEN85  I  rem  198 

84  POKER,62!POKER-22,63  ;rem  98 

85  NEXT  ;rem  172 

86  F0R0=1T04  :rem  23  3 

87  R=N-21+INT(RND(1)*20) ; IFPEEK( R) O620RP 
EEK(R+22}=62THEN87  : rem  227 

88  POKER,61jPOKER+G,0:NEXT:NEXT   : rem  25  5 

89  POKE7710 , 63 : POKE7715 , 63 :POKE7731 , 63 :P0 
KE7738,63  ; rem  125 

90  FORN=7812TO8142STEP110:POKEN,63:NEXT:F 
ORN=7833TO8163STEP110;POKEN,63:NEXT:RE 
TURN  ;rem  85 

98  IFSS>=Q*E3THENCH=CH+1:E3=E3+.1  SPRINT" 
{home} t RVS 3 "TAB (14) GH  ! rem  253 

99  RETURN  : rem  82 

100  DATA, 1,2 1,22, 23, 24, 42, 43, 44, 45, 46,  47 

! rem  197 


101 


102 


103 
106 


107 


108 


DATA255, 2  55, 153, 102,102, 153,255,255,1 
95,255,255,195,193,255,255,195,60,60, 
25,255,188  s rem  54 

DATA60, 36, 231, 3, 4, 24, 24, 60, 126, 126,  60 
,60,66,165,153,153,165,66,60, ,24,36,1 
26,126,126  :rem  11 

DATA126, ,,,,,,,,,,,,,,, ,  srem  51 
DATA169, ,133,1,169,255,141,34,145,169 
,32,44,31, 145,208,5,169,1,133,1,96,16 
9,8,44  :rem  98 

DATA31, 145, 208, 5, 169, 2, 133, 1,96, 169,1 
6,44,31,145,208,5,169,3,133,1,96,169, 
4,44,31  srem  142 

DATA14S, 208, 3, 13 3, 1,96, 169, 127, 141, 34 


,145,169,128,44,32,145,208,4,169,5,13 
3,1,96  :rem  102 

109  FORN=0TO11 :READB{N) :NEXT!FORN=7616T07 
679 :READM:POKEN,M: NEXT         : rem  61 

110  FORN=828T0899:READMjPOKEN,M!NEXT:RETU 
RN  : rem  89 

Program  2: 

Hardhat  Climber — 64  Version 

1  PRINT" {CLR} (7  DOWN} (12  RIGHT} HARDHAT  CL 
IMBER":POKE53280,ltPOKE53281,  1:GOSUB780 

trem  76 

2  POKE52,48:POKE56,48iCLR        trem  231 

5  PRINT" {CLR}"  srem  153 

6  PRINT" (7  DOWN} [12  RIGHT3 HARDHAT  CLIMBER 

srem  212 
10  PaKE53280, l!POKE53281,l  :rem  184 
20  DO(0)=-1:DO(1)=1:DI=DO(INT(RND(1)*2)) 

srem  180 

30  A$»" >>>>>>>>>>>>>>>>>>>>>>>>>>> >>>>>>> 

>>>>>(LEFT} {lNST}>":DIMBtll) tG=54272!E 

2=0  srem  19 

40  SC=l:CH=2:El=0:D(0)=4:D(l)=2tD(4)=7:Z= 

57:E3=1:Q=10000:J=56  :rem  81 

44  FORI=GTOG+24:POKEI,0:NEXT       : rem  30 

45  POKEG+24 , 15  s  POKEG+5 , 17  j  POKEG+6 , 240 : POK 
EG, 100  srem  230 

50  GaSUB710:E4=0:E5=2  srem  192 

60  GOSUB500:H=0:y=0  srem  106 

70  S  =  1905-«-INT(RND(l)*38)  s  IFPEEK(  S+40  )  =620 
RPEEK(S)=59THEN70  trem  153 

80  T=PEEK(S) : POKES, 58: POKES+G,0   srem  161 
90  V=1123+B(Y) :W=62sD0=D0(INT(RND{l)*2) ) 

srem  252 

100  JV=255-PEEK( 56321) :GETQ5       : rem  61 

101  IFJV=lTHENJV=4sGOTO109        :rem  124 

102  IFJV=4THENJV=3:GOTO109        trem  127 

103  IFJV=8THENJV=5sGOTO109        :rem  134 

104  IFJV=2THEN109  srem  252 

105  IFJVAND16=16THENJV=lsGOTO109  srem  237 

108  JV=0  srem  166 

109  ONJVGOTO210,120,140,170, 190   srem  173 

110  FORN=1TO23:NEXT5GOTO260       srem  193 
120  IPPEEK(s'+40)=ZTHENPOKES,T:POKES+G,  D{T 

-J) sS=S+40;GOTO250  irem  178 


130 
140 

150 

160 
170 

180 
190 

200 
210 
215 

220 


230 

235 

240 
250 


GOTO260  trem  101 

DI=-1 s IFPEEK( S+39 ) <62THENPOKES, T: POKE 
S+G,D(T-J) :S=S-lsGOTO250  srem  250 
IFT<>ZTHENPOKES,T:POKES+G,D(T-J) !S=S+ 
DIsT=PEEK(S) ;GOTO360  srem  173 

GOTO260  trem  104 

IFT=ZTHENPOKES,T:POKES+G,D(T-J) s S=S-4 
0SGOTO250  trem  181 

GOTO260  srem  106 

DI  =  1 E IFPEEK( S  +  41 ) <62THENPOKES, Ts  POKES 
■t-G,  D(T-J)  tS=S  +  l  :GOTO250  i  rem  201 
GOTO150  srem  97 

POKEG+1, 17  3POKEG+4, 17         srem  156 
POKES, Tt  POKES+G, D(T-J) sS=S-40+DI tT=PE 
EK(S) s POKES, 58: IFT=60THEN360   srem  43 
IFPEEK{S+40)=60THENSS=SS+1000iPRINT" 
{HOME} ( RVS }" TAB ( 8-LEN (STR5(SS)) ) SS 

srem  105 
F0RN=1T05: NEXT s POKES, Ts POKES+G, D(T-J) 
:S=S+40+DIiT=PEEK(S) s POKES, 58 srem  204 
IFS>1943ORPEEK(S+40)>61THEN360 

srem  241 
POKEG+4, 16s POKES+G, 0s GaTO260  srem  147 
POKEG+1 , 9  s  POKEG+4, 17  s  POKEG+4, 16  sT=PEE 
K(S) 1  POKES, 58tPOKES+Q,0       i rem  134 


196     COMPUT£l'i  Coinlle    Januc5r>1984 


260  IFTO61THEN270  :rem  36 

265  SS=SS+150! PRINT" {HOME} f EVS) "TAB( 8-LEN 

(STR?(SS) ) )SS:H=H+1:T=62:IFH=16THEN44 

0  srem  160 

270  IFT=60THEN360  i rem  231 

280  GOSUB690  i rem  185 

290  POKEV,W;POKEV+G,D(W-J) s V=V+DO!W=PEEK( 

V) iPOKEV,60!POKEV+G,7         ! rem  195 

300  IFDO=40ANDPEEK(V+40)=56THENDO=DO{INT( 
RNDCl}*2)):GOTO320  !rem21 

310  IFW=63THENDO=40  trem  131 

320  IFW=58THEb?360  :rem  237 

330  IFV<1944THEN100  :rem  73 

340  Y=Y+1:IFY=12THEN60  : rem  57 

350  POKEV,62:GOTO90  ! rem  141 

360  POKEG+4, 16:80=250! I FT=60THENT=W 

; rem  136 

361  FORQQ=1TO30:NEXT  :rem  16 
365  T1=T  :rem  180 
370  POKEG+1, SO! POKEG+4, 33 : IFPEEK( S+40 ) <> 5 

6ANDS<1944THEN375  irem  227 

372  GOTO  380  : rem  112 

375  POKES, T!P0KES+G,D{T-J) :S=S+40!T=PEEK( 

S) !POKES,58!POKES+G,0         : rem  122 
380  FORN=1TO17!NEXT!SO=SO-5:IFSO>1S0THEN3 

70  !rem  231 

390  POKEG+4, 16 !CH=CH-1:IFCH=-1THENP0KE532 

72,21:GOTO1000  : rem  2 

400  PRINT "{HOME} { RVS} "TAB( 25 )CH! POKEV,  W: P 

OKEV+G,D(W-J) ;Y=Y+1  : rem  43 

405  IFW=58THENP0KEV,T1 : POKEV+G, D(T1-J ) 

: rem  124 
410  IFY>10THEN60  srem  177 

420  IFS>1943THENPOKES,T:GOTO70  : rem  146 
430  POKES, 5a!POKES+G,0:GOTO90  : rem  24 
440  IFY=HTHEN470  !rem  233 

450  F0RN=Y+1TQ11:P0KE1123+B(N),62:SS=SS+1 

00 ! PRINT " {HOME } { RVS } "TAB { 8-LEN ( STR$ { S 

S)))SS  jrem  187 

455  GOSUB690!NEXT  ; rem  54 

460  POKEG+4, 33 : F0RM=9T01 76STEP2 : POKEG+1 , M 

!NEXT!POKEG+4,32  :rem  50 

470  E2=E2+.05:SC=SC+1:E1=E1+1:IPE1>8THENE 
1=8  :rem  17 

480  GOTO60  trem  59 

490  GOTO490  !rem  115 

500  PRINT" (CLR) {pur}"; :F0RN=1T022 : PRINTA? 

! NEXT !PRINTA$"{ HOME}"  : rem  220 

505  B$=">88888S888a88&888888888S888888888 

888888"  :rem  15 

510  PRINT"{3  DOWN}"TAB(15)"?>>>>>>>>? 

{red} " :PRINTTAB( 15) "9{PUR58B88a888 

[RED} 9"  srem  121 

515  PRINTTAB(15)"9>>>>>>>>9" : PRINTTAB ( 15 ) 

"9>>>>>>>>9{PURJ"  srem  243 

520  F0RN=1T03:PRINTB$"{4  DOWN} " !NEXT: PRIN 

TB?"{H0ME}"; :POKE1983,62      srem  207 
530  PRINT "[RVS} "TAB (8-LEN(STR$(SS) })SS;TA 

B(25)CH;TAB(31)SC!POKE1054,163 

:rem  157 
535  FORN=0TOll!POKE1123+B(N) ,60  i rem  18 
540  POKE1123+B(N)+G, 7!NEXT:FORN=1344T0194 

4STEP200!lFN=1944THEN600      ; rem  143 
550  FORO=1T03  .-rem  20 

560  R=N+l+INT(RND(i)*38) ! IFPEEK{R) <>56THE 

N560  ;rem  113 

570  FORM=RTOR+160STEP40;POKEM,57!POKEM+G, 

2! NEXT  srem  3 

575  IF0>1ANDRND{1)<E2THENP0KER+{INT{RND(1 

)*2)+2)*40,63  :rem  132 


580  IFRND(1)<.5ANDPEEK(R-40)=62THENPQKER- 
40,63  :rem  216 

590  NEXT  irem  221 

600  F0R0=1T0E1  irem  83 

610  R=N+3+INT(RND(l}*36)  -rem  50 

615  IFPEEK(R) <>56ORPEEK(R-40)<>62ORPEEK(R 
+1 )=62ORPEEK(R-1)=62THEN630  irem  82 
POKER,62:POKER-40,63  : rem  142 

NEXT  srem  216 

FORO=1T04  !rem  21 

R=N-39+INT(RND(l)*38) !lFPEEK(R) <>620R 
PEEK(R+40)=62THEN650  srem  77 

POKER, 61 !POKER+G,0! NEXT: NEXT  ! rem  43 
POKE1122,63:POKE112  5,53:POKE1161,63!p 
OKE1166,63  trem  129 

FORN=:1304TO1904STEP200  SPOKEN,  63  sNEXTs 
FORN=1343TO1943STEP200:POKEN,63:NEXT 

:rem  90 
RETURN  :rem  131 

IFSS>=Q*E3THENCH=CH+1 :E3=E3+1 iPRINT" 
[HOME}{RVS]"TAB(25)CH  srem  45 

RETURN  srem  119 

DATA, 1, 39,40,41,42,78,79,80,81,82,83 

:rem  231 
DATA255,2  55, 153, 102, 102, 153, 255, 255, 1 
95, 255 , 255, 195 , 195 , 255 , 255 , 195, 60, 60 

: rem  3 1 
DATA25,255,188  : rem  180 

DATA60, 36, 231,3,4,24,24,60, 126, 126,60 
,60, 66, 165, 153, 153, 165, 66, 60,, 24, 36 

;rem  195 
DATA126, 126, 126  srem  220 

DATA126, ,,,,,,,,,,,,,,, ,  !rem  58 
DATA169,, 133,1, 169,  255,141,34,145,  169 
,32,44,31,145, 208,5,169,1, 133,1,96 

srem  163 
DATA169,8,44  ; rem  83 

DATA31, 145, 208, 5, 169, 2, 133, 1,96, 169,1 
6,44,31,145,208,5,169,3,133,1,96,169 

trem  15 
DATA4,44,31  trem  20 

DATA145, 208, 3, 133, 1,96, 169, 127, 141, 34 
, 145,169, 128,44,32, 145,208,4,169,5 

!rem  176 
DATA133,1,96  srem  76 

FORN=0TO11:READB{N) :NEXT  trem  251 
RETURN  :rem  133 

780  FORI=0TOH:READXtNEXT:PRlNT"{9  DOWN} 
[9  RIGHT} REDEFINING  CHARACTERS" 

srem  204 
POKE56334,PEEK(56334)AND254:POKE1,PEE 
K{1)AND251  srem  194 

FORI=122aaT012288+256*8:POKEI, PEEK{ 1+ 
40960) sNEXTI  srem  115 

POKEl , PEEK{ 1 }0R4 ! POKE56334, PEEK( 56334 
)0R1  irem  146 

FORI=12288+56*aT012288+63*8+7 ! READM: P 
OKEIjMsNEXTI  : rem  158 

P0KE53272, ( PEEK{ 53272 )AND240) +12 

! rem  196 
RETURN  !rem  120 

PRINT" {CLRJYOUR  SCORE  IS  " f SS 

srem  109 

1010  PRINT" {6  D0WN}D0  YOU  WISH  TO  PLAY  AG 

AIN  (Y/N)  ?";  !rem  158 

GETA$:IFA9=""THEN1020        srem  169 

IPA$="Y"THENPOKE53272, (PEEK( 53272 ) AN 

D240)+12:GOTO2  srem  133 

1040  IFA$<>"N"THEN1020  : rem  183 

1050  SYS2048  srem  147 


620 
630 
640 
650 

660 
670 

680 


685 
690 

700 
710 

720 


725 
730 


735 
740 
750 


755 
760 


765 
770 


775 
776 
777 


782 

783 

784 

785 

786 

300 
1000 


1020 
1030 


COMPUWs  Gazette    Joriuoryl984     197 


Cave-In  For  64 


(Article  on  pai^e  so.) 


BtmUIi  lYPING... 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTKS's  GazL-tte  Programs,"  "A 
Beginner's  Guide  To  Typing  In  Programs,"  and 
"The  Automatic  Proofreader"  that  appear  before 
the  Program  Listings. 


1  POKE56, 28!CLR:DEFFNW(X)=PEEK(37151)AND3 
2:D=36a65!GOSUB6  : rem  186 

2  PRINT" (CLR) (WHT]"SPC(73)"CAVE-IN"SPC{10 
1)"{BLK1P1  for  HELP"!G0T056     :rem  101 

3  A$="+01-22-01+22+01":F=A+VAL(MID$CA$,D* 
3+1, 3) )*V  :rem  248 

4  X=VAL(MID$(A$,D*3+4, 3)) : L=F+X:R=F-X; RET 
URN  :rem  118 

5  PRINTSPC{230)"V" ! RETURN         : rem  194 

6  Y=30jPOKEB+14,42: POKEB+1, 150:GOTO8 

;rem  112 

7  Y=28i  POKEB+14, 107 : POKEB+1 , 22 : POKEB, 25 : P 
OKEA,VAL(MID$("235241243242",D*3+l, 3) ) 

srem  146 

8  POKE648, Y!lFFNW(W)THENRETURN    : rem  249 

9  GOTOe  :rem  170 

10  PRINTSPC( 207) "H( DOWN) [ LEFT} |mM DOWN] 
{LEFT)N":RETURN  : rem    186 

11  PRIKTSPC{161  )"M{D0V7N1m!D0WN1  [left} 
EM3(D0WN} {LEFTjiM^lDOWN} {LEFT] 
gMiU    down}  {2    LEFTJN[UP3N":RETURN 

:reni   79 

12  PRINTSPC(92)W$MID$(X5,37)"{2    DOWN} 

{3    LEFT}N[UP}n{UP)N" :RETURN  :rem    81 

13  PRINT" [down! {RIGHTT"WSMID$(X$, 19)" 
{2    DOWN} {3    LEFT)n(UP}N|UP]N":RETURN 

:rem  34 

14  PRINT"M"X?"{LEFT}N" :RETURN      : rem  72 

15  PRINTSPC(  209  )"tl[  DOWN]  (  LEFT]  iGi  {DOWN} 
(LEFT}M": RETURN  :rem  191 

16  PRINTSPC(188)"N{UP)N{2  DOWN} {2  LEFT} 
E  G  5 { DOWN ] { LEFTTE  G  8 ( DOWN }  [ LEFT } 

gGg ( DOWN] { LEFT] M{DOWN) M" : RETURN 

:rem  87 

17  PRINTSPC(146)"N[UP}n{UP]N{3  DOWN} 
{ 3  LEFT} icl "H1D$ ( Y$ , 40 ) W$ : RETURN 

;rem  55 

18  PRINTSPC(83)"N{UP]N{UP]N[3  DOWN} 
{ 3  LEFT] Eg3 "MID? (Yf, 22 }W?  sRETURN 

:  rem  8 

19  PRINTSPC ( 20 ) "N"Y$ "M{ HOME ] " : RETURN 

:rem  93 

20  PRINTSPC( 229 )"£{ down] {LEFT} iTi " jRETU 
RN  trera  66 

21  printspc(205)"Et3p{down] [leftI^mS 

{down}  {2  LEFT}  i@3@^":  RETURN   :  rem  141 

22  PRINTSPC(15a)"E2  t3P"MID$ (X?, 40) " 

{3  LEFT} ^3  T^": RETURN        : rem  153 

23  PRINTSPC(89)"|2  t3p"MID$ (X$ , 22 ) " 

(3  LEFTJE3  T|"!RETURN        jrem  109 

24  PRINT" { DOWN }P "MID? (X5, 4) "{LEFT}ETi": 
RETURN  :rem  225 

25  PRINTSPC( 231 ) "0{D0WN} {LEFT} ?T5 " :RETU 
RN  ! rem  63 

26  PR.TNTSPC(210)"OiTi{DOWN3  {2  LEFT} 
EGg { DOWN  1  { LEPtTlE  @  § " ! RETURN 

:rem  157 


27  PRINTSPC{168)"OE2  T3{D0WN]{3  LEFT} 
gG3"HID$(Y$,43T"i3  T3";RETURN 

:rem  88 

28  PRIN'rsPC(105)"Og2  Ti(DaWN}{3  LEFT} 
gGS"MID?(Y$,25T"g3  T^ ": RETURN 

:rem  80 

29  PRINTSPC ( 42 ) "0"MID$ ( Y5 , 4 ) " ^Ti " : RETUR 

N  :rem  213 

30  PRINTSPC( 230 )"|Ti{ DOWN] {LEFT}^Ta"i 
RETURN  :rem  14 

31  PRINTSPC{207)"g3  T3(2  DOWN] {3  LEFT] 
§3  @3":RETURN  : rem  237 

32  PRINTSPC ( 161 )MID$(Z$, 13 )SPC( 147 )MID$(Z 
$,13) : RETURN  : rem  104 

33  PRINTSPC(92)MID$(Z$,7)"{DOWN]"SPC(251) 
MID$(Z$,7) :RETURN  :rem51 

34  PRINTSPC{23)Z$SPC(154)SPC(245}Z?" 
{HOME}" :RETURN  :rem  160 

35  PRINT" {CLR} {WHT}" :FORV=0TO5 :G0SUB3 : IFP 
EEK(F)=32THENPRINT" {HOME} " :0NVG0SUB34, 
33,32,31,30!GOTO41  :rem  226 

36  PRINT" {HOME}" : IFPEEK( L)=3  2THEN0NV+1G0S 
UB14, 13, 12,11, 10, 5JGOT038       srera  86 

37  ONV+1GOSUB24,23,22,21,20, 5      :rem  62 

38  PRINT" {HOME] " ! IFPEEK(R)=32THEN0NV+1G0S 
UB19,18, 17, 16, 15, 5:GOTO40      :rem  112 

39  ONV+1GOSUB29, 28, 27,26,25, 5      jrem  89 

40  NEXT  :rem  153 

41  GOSUB77!W=PEEK{ 37151) : IFY=30GOTO44 

: rem  251 

42  IF{ WAND32 ) =0THENPOKEB, Z : G0SUB6 : POKEA, X 

jrem  134 

43  G0T041  :rem  5 

44  IFK=0ANDP  <TITHENX=PEEK{ B )  +  1 : POKEB, X : P= 
TI+40:IPX=12  2THENRETURN        ;rem  167 

45  IF(WAND4)GOT051  : rem  70 

46  V=l ! G0SUB3 : IFPEEK(F) <>32THENA=F: POKE30 
720+A, l:GOT035  :rem  123 

47  IFA=7397ANDK=0THENRETURN       s rem  236 

48  IFPEEK(A)  O13G0T051  :rem  47 

49  K=K-1:PRINTSPC(116)"MAN  FOUND"SPC( 34) " 
MEN  LEFT="K: POKEA, 160  :rem  178 

50  IFK=0THENPRINTSPC (72) "CAVE-IN" sIFGTHEN 
0=1  :rem  43 

51  IF(WAND16 )=0THEND=VAL(MID$(D$,D+3,  1) )  : 
GOT035  :rem  229 

52  PQKE37154,127!X=PEEK{37I52)AND128:POKE 
37154,  255:IFX=0THEND=VAL(M1D$(D$,D+1,1 
) ) :GOT03  5  : rem  11? 

53  IF ( WANDS )=0THEND=VAL(MID$(D5,D+4, 1) ) :G 
OT03  5  :rem  185 

54  IF{WAND32}=0ANDO=0THENZ=PEEK(B) :X=PEEK 
(A) :G0SUB7  s rem  201 

55  G0T041  srem  8 

56  D=3!D$="+02-44-02+44"!pRINTSPC(91) " 
{WHT}MINE  being  DUG  ! rem  131 

57  POKE64a,28:A=7397:X$="{21  SPACES}" :PRI 
NT" fCLR] {RVS] {CYN]  "X$; :F0RW=1T021 

:rem  142 

58  PRINT" {OFF} {BLU}"X$" {CYN} {RVS}  ";:NEXT 
: PRINTX$ " { HOME } " : POKE7673 , 160 : POKE3839 
3,3:PRINTSPC(141) "{WHT]E       : rem  131 

59  GOSUB77;X=INT(BND(l)*4) :Y=X     : rem  83 

60  W=A+VAL(MID${D$,X*3+1,3) )      : rem  237 

61  IFPEEK ( W ) =32THENZ=0 : POKEW, X : POKEA+VAL ( 
MID$(D$,X*3+1,3) )/2,160:A=W:GOTO59 

:rem  15 

62  X=(X+1)*-{X<3) :IFX<>YGOTO60      :rem  4 

63  X=PEEKtA) : POKEA, 160 : IFZ=0THENPOKEA, 13: 
Z=l!K=K+l  :r-em  76 


198     COMPUTERS  Gazallt'    Jgmjaryl98'l 


64  IFX<>5THENA=A-VAL(MID$(D$,X*3+1,3)) sGO 
T059  ;retn  131 

65  W$="M{D0WN3MtD0WN}M":X$=" jDOWNl [LEFT] 
E Mi [DOWN] [LEFT] EMilDOWNl {LEFT] 
EM^ioOWN) [LEFT] EM§( DOWN} [LEFT] 
EM3(DOWNj[LEFT]EMg[DOWN3{LEFT] 
BMi[DOWN] [LEFTlEM^fDOWN} [LEFT] 
gMi[DOWN] [LEFT] EMi {down! {LEFT] 

Em|(down] [ left ]Em3( down} [left] 

|Mi[DOWNj [left] EM? [DOWN] {LEFT] 
EM3{D0WNi  {LEFTjEMifDOl-JN]  {LEFT] 
|M3{D0WN}  (  LEFT ]§Hd  DOWN}  {LEFT] 
§Mi{DOWNi  :rem  101 

66  Y$="(D0WN] [left] Eg3 {down] {LEFT]iG3 
{down} { left] EG3 {down} (LEFT}gG3 
[DOWN] (left} BGg{ down] ! LEFT} id 
{DOWN} ( LEFT] BG^f DOWN} ElEFT]Bg3 
{DOWM] (left] icii down} (LEFTJ^Gf 

{ DOWN] { LEFT Jgaif DOWN] { left] gG§ 
{DOWNnLEFT)gG3[DOWN)[LEFT]gG3  . 
{DOWN] { LEFT ]iG8 (DOWN) {LEFT}§Gi 
(DOWN} {LEFT} Eg! {DOWN] {LEFT]EGi 
(DOWN} (LEFT 3 iGB{ DOWN} {LEFT]   jrem  31 

67  DS="3012301" !G0SUB6:Z$="B19  TE":P0KE 
A, 209!GOSUB35  rrem  133 

68  GOSUB7:PQKE217,  I56:P0KE21S,  156:rein  188 

69  PRINT" {HOME} {RVS} {CYN] PRESS  THE  FIRE  B 
UTTON (OFF] [RIGHT HwHT}TWICE=PLAY  -  ONC 
E=END  trem  91 

70  FORW=37933T038329STEP22 : FORX=0TOia; POK 
EW+X,1: NEXT [NEXT  ! rem  187 

71  GOSUB77:IFFNW{X)GOT071  s rem  84 

72  G0SUB6! PRINT" {CLR}  jrem  155 

73  IFFNW(X}=0GOTO73  srem  157 

74  FORW=0TO30:IFFNW(X}=0GOTO88    :rem  143 

75  NEXT  srem  171 

76  POKE56,30!CLRiEND  srem  194 

77  GETA$!lFA?<>CHR9{133)THENRETURN:rem  83 

78  POKES, 25 :G0SUB6t PRINT" {CLR] PICK  ONE 
{BLK}" : print "[down]  P1=N0VICE" s PRINT" 
{down]  F3=ADVANCED  srem  20 

79  PRINT"{D0WN}  F5=0LD  MAP" ; print "(down] 

{ SPACE] F7=END" : PRINT" {DOWN} {WHT]*CURRE 
NT  LEVEL  :rem  56 

80  PRINT" {3  DOWN] GOAL- {BLK} FIND  THE  MINER 
S"SPC(7)"AND  GET  BACK  srem  112 

81  PRINT" {WHT] {2  DOWN} JOYSTICK- ( BLK} MOVE" 
!PRINT"SEE  MAP  QT  : rem  152 

82  PRINT"SEE  LEFT<W>SEE  RIGHT"SPC { 11 } "V"S 
PC(1S)"SEE  BACKThOME) {WHT} " ;IFGTHENPRI 
NT" {3  D0WN]*":G0T084  ;rem  88 

83  PRINT" {DOWN}*  : rem  85 

84  GETA$:IFA$<>""THENW=ASC(A5)-132:0NABS( 
W)GOTOa6,e7,68,72  : rem  118 

85  GOT084  : rem  18 

86  G=:0!GOTOa8  :  rem  5 

87  G=l  :rem  36 

88  O=0jK=0!PRINT"[CLR}":GOTO56    : rem  154 


Alpha-Shoot 

(Article  01!  iHi;^i>  118.) 

Program  1 :  Alpha-Shoot  —  vie  version 

5  PRINT" [CLR}";Y=7900:SV=36878!SS=36876:C 
L=36879:POKECL,78:POKESV,14     : rem  223 

7  H=8108sCL=30720;J=37137jPOKE650,12B:POK 
E651,l  srem  130 


8  DIM  AB(26) :F0RX=lT026!AB(X)=32tNBXTX 

:rem  25 
10  GOSUB200  srem  115 

12  GOSUB40  srem  71 

14  GOSUB215 ! FORX=8120TO8141 : POKEX, 67  s  POKE 
X+30720,3tNEXTX  ; rem  225 

16  GOSUB250SGOSUB265  j rem  213 

30  GOSUB435:GOT016  srem  89 

40  PRINT" {CLR3"sRESTORE:Y=7900    : rem  198 

42  READLjIFL=0THEN90  srem  232 

43  POKE  Y,L  srem  103 
50  POKEY, L! READ  P: POKESS, Ps READ  D  srem  48 
60  F0RX=1T0D: NEXTX; POKESS, 0  srem  54 
70  Y=Y+l!FORX=lTO10:NEXTXsIFL=32THENY=Y-l 

srem  161 
80  IFY=7922THENY=7952  srem  253 

85  GOTO  42  srem  12 

90  READA5sIFA?="0"THEN100  srem  137 
92  READP:READD  srem  113 

95  PRINT" (4  right] "A? s POKESS, P    srem  163 

97  F0RX=1T0D  s  NEXTX  s  POKESS , 0 :FORX=1TO10 : NE 

XTXjPRINT"{home}"sGOTO90       srem  246 

100  FORX=lTO1500sNEXTX: RETURN     srem  146 

170  DATA  1,135,310,2,133,310,3,175,310,4, 

175,310,5,183,310,6,183,310   srem  239 
173  DATA  7,175,615,8,163,310,9,163,310,10 

,159,310,11,159,310  srem  131 

175  DATA  12,147,120,13,147,120,14,147,120 

,15,147,120,16,135,602  : rem  5 

177  DATA17, 173, 310, 18, 175, 310, 19, 163,601, 

20, 159, 310 
170  DATA2 1,159, 310, 22, 147,601,23,17  5,121 

srem  221 
179  DATA  32,175,121,32,175,231,24,163,601 

,25,159,310,32,159,310         srem  26 
181  DATA  26,147,605,0  srem  7 

183  DATA"NOW",135,310, "(4  RIGHT] I" , 135 , 31 
0,"{6  RIGHT]KNOW",175,310      srem  11 

184  DATA" {11  RIGHT}MY",175,310    srem  105 

185  DATA" {down} [4  RIGHT}A" , 183, 310, " 
{down] (5  RIGHT ]b", 183, 310, "EdOWN] 

[6  RIGHT]c'S", 175,610        srem  158 
187  DATA" (2  DOWN]nEXT" , 163 , 310 , " E 2  DOWN] 
{5  RIGHTJtIME", 163,310, "{2  DOWN] 
(10  RIGHt]W0N'T", 159,310      srem  107 

189  DATA" {3  DOWN] YOU" , 159 , 310, "{ 3  DOWN] 
[4  RIGHT}SING", 147,310, "{3  DOWN} 

(9  RIGHT)WITH",147,310        srem  247 

190  DATA" {5  down] {5  RIGHTJmE" , 135 , 630 , "0" 

s  rem  154 
200  PRINTTAB{ 5 ) s  PRINT"ALPHA-SH0GT" 

srem  167 
202  LE=-1 sKR=0  I  rem  4 

204  PRINT"{2  D0WN}WHICH  GAME-  1,2, 3, OR  4" 

s  rem  50 

205  POKE198,0:WAIT198,lsGETA$s  srem  235 

206  IFA$="1"THEN211  ! rem  1 

207  IFA?="2"THENLE=0:GOTO  211  srem  116 

208  IFA$="3"THENLE=1:G0T0  211  srem  119 

209  IPAS="4"THENLE=2:GOTO  211  srem  122 

210  GOTO205  srem  99 

211  RETURN  srem  116 

215  R$="ABCDEFGHIJKLMNOPQRSTUVWXYZ" 

srem  110 

225  PRINT"{CLR]"sPOKEH,83sPOKE36879,10sGO 

SUB228:POKE7703+V,RsRETURN    srem  245 

228  R=INT(LEN(R?)*RNDC1)+1) sP=ASC{MID$  (  R$ 
, R, 1) )-64  srem  31 

229  IFLE=1THEN232  srem  241 


COMPUWsGazello    Jonuory  19B4    199 


2 30  R$=LEFT$ ( R$ , R-1 ) +R1GHT5 ( R$ , LEN ( R$ ) -R) 

: rem  31 
232  R=P:V=INT(RND(l}*350-)-l)         :  rem  3 

236  IFLE=0THENKR=KR+l!R=KR        : rem  144 

237  IPLE=1THENWA1T198, 1 :GETB? : R=ASC{ B$ )-6 
4  : rem  251 

238  IFR>260RR<1THENR=1  : rem  115 

239  RETURN  : rem  126 
250  POKE37139,0:X=(PEEK(37137)AND60)/4 

: rem  96 

252  POKE37154, 127 :J=PEEK( 37152 )AND128 : POK 

E37154,255  :rem  110 

255  IFX=HTHEND=-l:GOSUB275       rrem  136 

257  IFJ=0  TilEND=  l:GOSUB275        :  rem  29 

259  IFX=7THENGOSUB300  : rem  61 

260  RETURN  : rem  120 

265  GETA?!lFA$=""THENGOTO270      s rem  146 

266  IFA5="C"THEND=-1 :G0SUB275     : rem  188 

267  IFA$="B"THEND=+l:GOSUB275     : rem  186 

268  IFA$="  "THENGOSUB300  : rem  87 
270  RETURN                       ; rem  121 

275  X=>H+D:lFX<809aOR)C>8119THENRETURN 

srem  5  7 

276  POKESS, 130 ! POKEH, 32 iPOKEX, 83 :H=X 

: rem  229 

278    POKESS,0: RETURN  : rem    236 

300    G=H:FORU=lT019:G=G-22 :IFPEEK(G) 032TH 

ENPOKEG, 32:POKEG+22, 32 :GOTO350: rem  92 

305  POKESS , U+220 : POKEG , 30 : IFU> 1THENP0KEG+ 
22,32  :rem  62 

306  GOSUB43  5  sNEXTU : POKESS , 0 : POKEG , 32 : RETU 
RN  : rem  73 

350  POKESS, 0: POKE36877 , 220  s  FORL=13TO0STEP 

-1 :POKE36878, L:POKE36879,40:GOSUB375 

:rem  208 
355  NEXTL!POKE36877,0:POKE36878, 14:GOSUB3 

90  :rem  92 

357  POKE36879,10!GOSUB228!POKE7703+V,R:RE 

TURN  :rem  21 

37  5  POKEG , 90  s  POKEG+22 , 42 : POKEG-22 , 42 : POKE 

G+1 ,42:POKEG-l,42  : rem  140 

377  POKEG+23 , 77 : POKEG-23 , 77 : POKEG-21 ,  78 ; P 

OKEG+21,78  :rem  209 

379  POKEG, 32! POKEG+22, 32 : POKEG-22, 32 : POKE 

G-l,32:POKEG+l,32  : rem  136 

381  PQKEG-23  ,  32  ;  POKEG-t-23,  32  !  POKEG-21 ,  32  r  P 

OKEG+21,32:RETURN  : rem  192 

390  AB(R)=R:F0RX=1T022:P0KE8141+X,AB{X} :P 

OKEai41+X+30720, 7  :rem  149 

392  NEXTX:FORX=23TO26;POKE8150+X,ABCX):PO 

KE8150+X+30720,7:NEXT  : rem  42 

394  F0RX=1T026:IFAB(X)=32THENRETURN 

:rem  254 

395  NEXTX:F0RX=1T026:AB{X)=32 !NEXTX:P0KE3 
6879,78:FORW=1TO1000:NEXTW:GOSUE40:RU 
N  :rem  127 

435  IFLE<2THENRETURN  : rem  57 

436  Q=V+7703:IFPEEK(162)<41  THEN  RETURN 

:  rem  5 
440  1PQ>8074THENPOKEQ,32:V=2:RETURN 

!rem  226 
442  POKEQ, 32:P0KEQ+1,R!V=V+1 ! PQKE162,0 

: rem  28 
445  RETURN  : rem  125 

Program  2:  Alpha-Shoot  —  64  version 

4  POKE5  3  2S0,6;POKE53281,1:PORT=54272TO542 
96:POKET,0:NEXTT  :rem  248 


5  PRINT"{CLRj":y=1424:HF=54273:LF=54272:C 
L=542  72 : POKES4296 , 15 : POKE542  77 ,66 

: rem  100 

6  POKE54278,68:POKE54284,17!POKE54285,250 
:POKE54279, 100:POKE54280,100    : rem  155 

7  H=179S!PQKE650, 128:POKE651,l    : rem  194 

8  DIM  AB(26) :F0RX=1T026!AB(X)=32:NEXTX 

: rem  25 
10  GOSUB200  :rem  115 

12  GOSUB40  :rem  71 

14  GOSUB215 ! F0RX=1824T01863 : POKEX, 67 : POKE 

X+54272,3:NEXTX  : rem  241 

16  GOSUB250:GOSUB265  :rem  213 

30  G0SUB435:G0T016  j rem  89 

40  PRINT" {CLRl ": RESTORE: POKE532ai,  Is Y=155 

1  srem  139 

42  READL:IFL=0THEN90  : rem  232 

43  POKE  Y,L!P0KEY+CL,2  :rem  65 
50  READHP:P0KEHF,HP!READ  LP: POKELF, LPiREA 

DDjPOKE54276, 17  : rem  40 

60  F0RX=1T0D:NEXTX:P0KE54276, 16  ;rem  207 
70  Y=Y+ltFORX=lTO10:NEXTX;IFL=32THENY=Y-l 

! rem  161 
80  IPY=1464THENY=1517  : rem  239 

85  GOTO  42  : rem  12 

90  READA$:IFA$="0"THEN100  : rem  137 
92  READHP:READLP:READD  ;rem  171 

95  PRINT" [13  RIGHT} "A$:POKE54276, 17! POKEH 

F,HP:POKELF,LP  : rem  160 

97  F0RI=1T0D+7;NEXT:P0KE54276,16:FQRX=1T0 

10 :NEXT: PRINT" {home) " :GOTO90  : rem  50 
100  FORX=1TO1500:NEXTX!RETURN     : rem  146 

170  DATA  1,34,75,310,2,34,75,310,3,51,97, 
310,4,51,97,310,5,57,172,310   ;rem  49 

171  DATA6, 57, 172,310  :rem  7 
173  DATA  7,51,97,615,8,45,198,310,9,45,19 

8,  310, 10,43,52,310, 11,43,52,310 

:rem  216 
175  DATA  12,38,126,120,13,38,126,120,14,3 
8,126,120,15,38,126,120,16,34,75,602 

:rem  187 

177  DATA17, 51, 97, 3 10, IS, 51, 97, 310, 19, 45,1 
98,601,20,43,52,310,21,43,52,310 

srem  55 

178  DATA2 2, 38, 126, 601, 23, 51, 97, 121 

:rem  188 

179  DATA  32,51,97,121,32,51,97,231,24,45, 
198, 601, 25, 43, 52, 310, 32, 43, 52, 310 

srem  5  5 

181  DATA  26,38,126,605,0  srem  155 

182  DATA"NOW"  srem  237 

183  DATA34,75,310,"{4  RIGHT} I" , 34, 75, 310, 
"{6  RIGHT}KN0W", 51,97, 310, "{11  RIGHT} 
MY"  srem  45 

184  DATA51,97,310.  srem  121 

185  DATA" [down} {4  RIGHT} A" , 57 , 172 , 310, " 
(down} [5  RIGHT}b",57,172,310, "(DOWN] 
E6  RIGHT}C'S",51,97,610        : rem  47 

187  DATA" {2  D0WN}NEXT" , 45 , 198 , 310, " 

(2  down} [5  RIGHT}TIME",45,198,310, " 
{2  down) [10  RIGHT3wON'T"       srem  26 

188  DATA43,52,310  srem  117 

189  DATA" {3  DOWN] YOU" , 43 , 52 , 310 , " E 3  DOWN} 
J4  RIGHT}SING", 38,126, 310, "{3  DOWN} 
{9  RIGHTJWITH"  srem  94 

190  DATA38, 126,310, "{5  DOWN] {5  RIGHT] ME", 
34,75,630,  "0"  trem  28 

200  PRINT" [home] (10  DOWN} [14  RIGHT] [RVS} 

[bLU}aLPHA  SHOOT"  srem  218 

202  LE=-1:KR=0  srem  4 


200     COMPUTBfs  Cazollo    January  198'1 


204 

205 
206 
207 
208 
209 
210 
211 
215 

225 


228 

229 
230 

232 

236 
237 

239 

240 
250 
252 

255 
257 
259 
260 
265 
266 
267 
268 

270 
274 
275 
276 

277 

300 

305 

307 

350 

355 
357 
374 
375 


377 
379 
381 
390 
392 
394 


RIGHT]WHICH  G 
: rem  244 
: rem  23  5 
:  rem  1 
:rem  116 
: rem  119 
:rem  12  2 
: rem  99 
:rem  116 


PRINT" {home] t 12  DOWN] {9 

AME-l,2,3,OR  4" 

POKE198,0:WAIT198,1:GETA$ 

IFA?="1"THEN211 

IFA$="2"THENLE=0;GOTO  211 

IFA$="3"THENLE=1;G0T0  211 

IPA$="4"THENLE=2:G0T0  211 

GOTO205 

RETURN 

R?="ABCDEFGHIJKLMNOPQRSTUVWXYZ" 

: rem  110 
PRINT"  {CLRS  '■ :  POKEH,  83  :  POKE532S1  ,  0  :  POK 
E5 3280, 2 :GOSUB22a!POKE1065+V,R: RETURN 

: rem  122 
R=INT(LEN(R$)*RND(1)+1}:P=ASC(MID?(R$ 
,R, 1) )-64  :rem  31 

IFLE=1THEN232  : rem  241 

R$=LEFT$ ( R? , R~l } +RIGHT5 ( R$ , LEN ( RS ) -R} 
!R=P  :rem  56 

V=INT(RND{1)*350+1)  ; rem  234 

IFLE=0THENKR=KR+1:R=KR  : rem  144 
IPLE=1THENPOKE198,0:WAIT198, l!GETB$ :R 
=ASC(B?)-64  :reni  98 

IFR>26ORR<0THENPQKE198,0:GOTO237 

: rem  239 
RETURN  J  rem  118 

XV= ( PEEK ( 56320 )AND1 5)  srem  130 
JV=15-XV;KV=(PEEK( 56320) AND16) 

:rem  208 
IFJV=4THEND=-l:GOSUB274  : rem  161 
IFJV=8THEND=l:GOSUB274  : rem  122 
IFKV=0THENGOSUB300  : rem  127 

RETURN  :rem  120 

GETA5!lFA$=""THEN270  ; rem  89 

IFA$="C"THEND=-1 :GOSUB274  srem  187 
IFA$="B"THEND=1 [GOSUB274  srem  142 
IFPEEK( 197 )=60THENPOKE198, 0 : POKE197 , 0 
:GOSUB300  j rem  248 

RETURN  :rem  121 

H=H+D:IFH<1784THENH=17a4  : rem  130 
IFH>1823THENH=1823  :rem  3 


POKEHF, 10 : POKELF, 70 
83:POKEH+CL,l 
P0KE54276,33:P0KE542  76, 32 


POKEH-D,32: 


POKEH, 
srem  58 
RETURN 

srem  133 
G=HsFORU=lTO19;G  =  G-40  sIFPEEK(G) <>32TH 
ENPOKEG,32:POKEG+40, 32 sGQTO350 : rem  92 
POKE54276, 17 s POKEHF, U+60: POKELF, U+125 
:  POKEG,  30  :  IFU>  lTIiENPOKEG+40,  32  s  rem  60 
GOSUB435  sNEXTU: POKEG, 32 : P0KE54276 , 16  s 
RETURN  srem  227 

POKE54283, 129:GOSUB374!POKE53280, 2 :P0 
KE53281,0  srem  126 

POKE54283,128:GOSUB390  : rem  239 
GOSUB228:POKE1065+V, Rj RETURN  srem  9 
POKE53280,0sPOKE53281,2  : rem  245 
POKE54276, 16 : POKEG , 90 : POKEG+40, 42 : POK 
EG-40 , 42 : POKEG+1 , 42  s  POKEG-1 , 42 

3  rem  144 
POKEG+41 , 77 : POKEG-41 , 77  s  POKEG-39 , 78  s  P 
OKEG+39,78:FORL=0TO300:NEXT  srem  108 
POKEG, 32: POKEG+40, 32:POKEG-40, 32: POKE 
G-l,32:POKEG+l,32  :rem  136 

POKEG-41 , 32 : POKEG+41 , 32  s  POKEG-39, 32 : P 
OKEG+39, 32: RETURN  ; rem  210 

AB(R)=R:F0RX=1T022:P0KE1873+X,AB(X) :P 
OKE1873+X+54272,7  srem  167 

NEXTXsF0RX=23T026;P0KE1938+X,AB{X) : PO 
KE1938+X+54272,7:NEXT  srem  64 

F0RX=1T026:IFAB(X)=32THENRETURN 

srem  254 


395  NEXTX  s  FORX=lT026 : AB ( X ) =32 iNEXTX : FORW= 
lTO1000:NEXTWsGOSUB40sRUN     srem  106 

435  IFLE<2THENRETURN  ; rem  57 

436  Q=V+1065;IFPEEK(162) <41  THEN  RETURN 
440  IFQ>1742THENPOKEQ, 32 sV=2: RETURN 

srem  221 
44  2  POKEQ, 32 i POKEQ+l , Rs V=V+1 s  POKE162  ,  0 

srem  28 
445  RETURN  srem  125 


Machine  Language 
For  Beginners 

(Artkic  on  pa^c  loi).) 


BEFORE  TYPING... 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTEI's  Gazette  Programs,"  "A 
Beginner's  Guide  To  Typing  In  Programs,"  and 
"The  Automatic  Proofreader"  that  appear  before 
the  Program  Listings. 


Program  1 :  vie  Version 


12288 

LPY 

#  0 

12290 

LDA 

#  8 

12292 

STA 

37888 

,Y 

12295 

STA 

38144 

,Y 

12298 

STA 

38656 

,Y 

12301 

I  NY 

12302 

BNE 

12292 

12304 

LDY 

#  0 

12306 

LDA 

#  224 

12308 

STA 

4096  , 

Y 

12311 

STA 

4580  , 

Y 

12314 

I  NY 

12  315 

CPY 

i  22 

12317 

BNE 

12308 

12319 

LDA 

=  21 

12321 

STA 

71 

12323 

LDA 

#  16 

12325 

STA 

72 

L2327 

LDX 

#  24 

12329 

LDY 

#  0 

12331 

LDA 

#  224 

12333 

STA  ( 

71  ).Y 

12335 

I  NY 

12336 

STA  ( 

71  ),Y 

12338 

DEX 

12339 

BEQ 

12357 

12341 

CLC 

12342 

LDA 

71 

12344 

ADC 

i    22 

12346 

STA 

71 

12348 

LDA 

72 

12350 

ADC 

#  0 

12352 

STA 

72 

12354 

JMP 

> 

123; 

12357 

RTS 

Program  3:  vie  basic  Loader 

1000    FORI  =  12288T012 359s  READ    DA: POKE I , DA: N 
EXT  srem   145 

12288    DATA    160,000,169,008,153,000 

srem   131 

COMPUTBI'i  Gazette    January  1984     201 


12294  DATA  148,153,000,149,153,000 

: rem  133 
12300  DATA  151,200,208,244,160,000 

; rem  112 
12306  DATA  169,224,153,000,016,153 

:  rein  131 
12312  DATA  228,017,200,192,022,208 

: rem  12  7 
12318  DATA  245,169,021,133,071,169 

; rem  146 
12324  DATA  016,133,072,162,024,160 

: rem  127 
12330  DATA  000,169,224,145,071,200 

: rem  123 
12336  DATA  145,071,202,240,016,024 

; rem  126 
12342  DATA  165,071,105,022,133,071 

: rem  127 
12348  DATA  165,072,105,000,133,072 

,        : rem  131 
12354  DATA  076,041,048,096,013,013 

: rem  138 

Program  4:  64  basic  Loader 

1000  FORI=49152T049229:READ  DA:  POKEI,DA: 
NEXT  :rem  151 

49152  DATA  160,000,169,008,153,000 

: rem  131 
49158  DATA  216,153,000,217,153,000 

: rem  134 
49164  DATA  218,153,000,219,200,208 

; rem  138 
49170  DATA  241,160,000,169,224,153 

:rem  138 
49176  DATA  000,004,153,192,007,200 

trem  131 
49182  DATA  192,040,208,245,169,039 

s rem  159 
49188  DATA  133,071,169,004,133,072 

: rem  151 
49194  DATA  162,024,160,000,169,224 

:rein  143 
49200  DATA  145,071,200,145,071,202 

: rem  127 
49206  DATA  240,016,024,165,071,105 

: rem  1 36 
49212  DATA  040,133,071,165,072,105 

: rem  134 
49218  DATA  000,133,072,076,044,192 

: rem  143 
49224  DATA  096,013,013,013,013,013 

! rem  125 

Graph  Plotter 

(Article  on  page  145.) 

Program  1 :  Graph  Plotter-^4  Version 

100  PRINT"[CLR}":POKE53281,0:POKE53  280,6 

:rem  138 
110  FORI=1230TO1261:POKEI,114:POKEI+542  72 

,5:NEXT:REM  TOP  : rem  114 

120  FORI=1270TO1790STEP40 ! POKEI , 107 : POKEI 

+542  72, 5: NEXT: REM  LEFT         : rem  88 
130  PORI=1301TO1821STEP40: POKEI, 115; POKEI 

+54272,5:NEXT:REM  RIGHT       : rem  161 
140  FQRI  =  1830TOia61 s  POKEI, 113 i POKEI+54272 

,5:NEXT:REM  BOTTOM  : rem  98 

202     COMPUreis  Gazette    January  1984 


150 
160 

170 
180 
190 

200 
210 

220 


FORI=1351TO13a0; POKEI, 67; POKEI+54272, 
5: NEXT  -rem   66 

FORI=1471TO1500 : POKEI , 67 ; POKEI+54272 , 
5; NEXT  '.rem  64 

FORI=1591TO1620:POKEI,67:POKEI+54272, 
5:NEXT  srem  71 

FORI=1711TO1740! POKEI, 67; POKEI+54272, 
5 :NEXT:P[UNT; PRINT: PRINT  ! rem  154 
PRINT !  PRINTSPC ( 4 ) " 1 5 " i  PRINTSPC { 4 ) " 14 
"!PRINTSPC(4) "13";PRINTSPC(4) "12" 

:rem  145 
PRINTSPC ( 4 )" 1 1 ": PRINTSPC { 4 )" 10 ": PRINT 
SPC(5)"9":PRINTSPC(5)"8"  : rem  102 
PRItITSPC(5)"7":PRINTSPC{5)"6":PRINTSP 
C(S)"5";PRINTSPC(5) "4" : PRINTSPC( 5 ) "3" 

; rem  181 
PRINTSPC ( 5 ) " 2 " ! PRINTSPC ( 5 ) " 1 " : PRINTSP 


CC5)"0" 


; rem  82 


230  PRINTTAB [ 9 ) "A"SPC ( 4 ) "B "SPC { 4 )  "C "SPG ( 4 
)"D"SPC(4)"E"SPC(4)"F"        : rem  199 
240  IFZ?="Y"THEN310  : rem  64 

250  DATAA,B,C,D,E,F  : rem  34 

260  F0RI=1T06!READA$(I) :NEXTI      : rem  38 
270  DATA7,6,4, 13,8,14  :rem  49 

280  F0RI=1T05:READD(I) :NEXTI        : rem  7 
290  DATA1792, 1797, 1802, 1807, 1812, 1817 

: rem  116 

300  FORI=1T06:READA(I} tNEXTI      : rem  253 

310  C=54272!F0RJ=1T06  : rem  202 

320  FORK=1971T01975iPOKEK,32!NEXTKtPRINT" 

[home] ";FaRL=lT022: PRINT :NEXTL 

: rem  228 

330  PRINT "VALUE  FOR  COLUMN  ";A$(J);"  (0-1 

5 )  " .  1  rem  162 

340  INPUTA5:IFVALCA$)=0THEN320     srem  31 

350  AA=VAL{A$) : AA=INT (AA+. 5 ) :D=DtJ) :X=A(J 

)  srem  122 

360  IFAA<0ORAA>15THEN320  ; rem  161 

370  A=A(J)-(AA*40)+B0:GOSUB430:NEXTJ 

:rem  41 
380  PRINT" [home! ":F0RI=1T022!PRINT:NEXT:F 

ORI=1971T01983;PaKEI,32!NEXT   srem  75 
390  PRINT"WISH  TO  DO  IT  AGAIN?  (Y/N) " 

:rem  55 
400  GETZ?:IFZ$=""THEN400  srem  125 
410  IFZ?="Y"THEN100  : rem  60 

420  END  1  rem  109 

430  IFAA=1THEN530  i rem  221 

440  IFAA=0THEN  RETURN  : rem  37 

450  POKEX,160;POKEX+1,231;POKEX+2,105 

srem  162 
460  POKEX+C , D ; POKE ( X+1 ) +C , D; POKE ( X+2 ) +C, D 

:IFAA=2THEN490  srem  30 

470  FORI=X-40TOASTEP-40  s  POKEI , 160  s  POKEI  +  1 

,231;POKEI+2,160  : rem  185 

480  POKEI  +  C , D ; POKE ( I  +  l ) +C, D  s  POKE{ 1  +  2 ) +C , D 

sNEXTI:GaTO510  : rem  56 

490  POKEA, 247 : POKEA+1 , 208: POKEA+2 , 105 

srem  107 
500  POKEA+C, D : POKE {A+l)+C,Di POKE (A+2)+C,D 

SGOTO530  srem  89 

510  POKEA, 247s POKEA+1, 208: POKEA+2, 224 

srem  102 
520  P0KEA+C,D:P0KE(A+1)+C, Ds POKE( A+2 )+C, D 

srem  80 
530  POKEA-40,233:POKEA-39, 160 s POKEA- 38, 20 

6  ;rem  105 

540  POKE (A-40)+C,D: POKE (A-39)+C,D : POKE (A- 

38)+C,D  srem  172 

550  RETURN  srem  122 


Program  2: 

Graph  Plotter— VIC  Version 


100 
110 

120 
130 
140 
150 
160 
170 
180 
190 

200 

210 
220 

230 

240 
250 
260 
270 
280 
290 

300 
310 
320 

330 

340 
350 

360 
370 
380 
390 
400 
410 
420 
430 
440 
450 

460 

470 

4B0 

490 

500 

510 


PRINT"{CLRl"!POKE36879,ll  : rem  253 
F0RI=7726TO7745 : POKEI , 114  s  POKEI+30720 
,5:NEXTI  : rem  191 

FORI=7748TO8034STEP22 : POKEI , 107  j  POKEI 
+30720, 5:NEXTI  :rem  94 

FORI=7767TO8053STEP22 : POKEI , 115 : POKEI 


+30720, 5:NEXTI 

FORI=8056TOa075i 

,5;NEXTI 

FORI=7793TO7810i 

5:NEXTI 

FORI=7859T07876: 

5:NEXTI 


; rem  96 
POKEI , 113 : POKEI+30720 

:rem  187 
POKEI , 64 ! POKEI+30720, 

:rem  148 
POKEI, 64; POKEI+30720, 

: rem  164 


FORI=7925T07942 : POKEI , 64 iPOKEI+30720, 


5: NEXT I 

FORI=7991TO8008 
5:NEXTI:PRINT 
PRINTSPC{0)"15" 


:reiTt  153 
POKEI , 64 ! POKEI+30720 , 
! rem  94 
PRINTSPC ( 0 ) " 14 " : PRINT 
SPC(0)"13":PRINTSPC(0)"12"5PRINTSPC(0 
}"11"  srem  142 

PRINTSPC ( 0 ) "10 " ! PRINTSPC ( 1 ) " 9 " : PRINTS 
PC(1)'"8-':PRINTSPC(1)"7"  i  rem  44 
PRINTSPC ( 1 ) "6 " ; PRINTSPC ( I) " 5 " : rem  170 
PRINTSPC(l) "4":PRINTSPC(1)"3":PRINTSP 
C ( 1 ) " 2 " : P  RINTS  PC ( 1) " 1 " : PRI NTS  PC ( 1 ) " 0 " 

: rem  147 
PRINTTAB(4)"A"SPC(2)"B"SPC(2)"C"SPC(2 
)"D"SPC(2)"E"SPC(2)"P"        :rem  184 

IFZ$="Y"THEN310  ; rem  64 

DATAA,B,C,D,E,F  ; rem  34 

F0RI=1T06;READA${I) :NEXTI  : rem  38 
DATA7,6,4, 3,5,1  !rem201 

F0RI  =  lT06:RE?iDD(l)  :NEXTI  :  rem  7 
DATA803  5 , 8038 , 8041 , 8044 , 8047 , 8050 

:rem  113 
P0RI=1T06:READA(I) :NEXTI  s rem  2  53 
C=30720!FORJ=1TO6  s rem  194 

FORK=8138T08141:POKEK, 32 tNEXTK: PRINT" 
{home] [19  DOWN}"  :rem  179 

PRINT" COLUMN  ";A$CJ);"  (0-15)  "; 

:rem  62 
INPUT  Y5:IFVAL(y?)=0THEN320  : rem  79 
Y=VAL(Y$) :Y=INT(Y+.5) jD=D(J) !X=A{J) 

I  rem  23 
IFY<0ORY>15THEN320  ; rem  79 

A=A{J}-(Y*22)+44:GOSUB430:NEXTJ 
PRINT" {home! {20  DOWN)" 
PRINT"DO  IT  AGAIN?  (Y/N)" 
GETZ$:IFZ$=:""THEN400 
IFZ$="Y"THEN100 
END 

IFY=1THEN530 
IFY=0THENRETURN 
POKEX, 160 : POKEX+1 ,231 : POKEX+2  ,  105 

;rem 

POKEX+C , D : POKE ( X+1 ) +C , D  j  POKE ( X+2 ) +C ,  D 
:IFY=2THEN490  ;rem  243 

FORI=X-22TOASTEP-22 ! POKEI, 1 60 :P0KEI+1 
,23l!POKEI+2, 160  :rem  185 

POKEI+C , D : POKE { I+l ) +C , D : POKE ( 1+2 ) +C , D 
:NEXTI:GOTO510  : rem  56 

POKEA, 227:POKEA+l,20a:POKEA+2,  105 

; rem  105 
POKEA+C , D : POKE ( A+1 ) +C , D  s  POKE ( A+2 ) +C , D 

:rem  89 
POKEA+1 , 208 ; POKEA+2 , 224 

:rem  100 


rem  211 
:rem  99 
rem  125 
; rem  60 
rem  109 
rem  180 
rem  252 


152 


520  POKEA+C, D:P0KE(A+1 )+C, D!P0KE(A+2)+C,D 

:rem  80 
530  POKEA-22 , 233 : POKEA-21 , 160 : POKEA-20,  20 

6  : rem  87 

540  POKE ( A-22 ) +C , D ! POKE ( A-21 ) +0, D : POKE ( A- 

20)+C,D  irem  154 

550  RETURN  : rem  122 


64  BASIC  Aid 


(Article  on  page  156.) 


BEFORE  TYPING... 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTEI's  Gazette  Programs,"  "A 
Beginner's  Guide  To  Typing  In  Programs,"  and 
"The  Automatic  Proofreader"  that  appear  before 
the  Program  Listings. 


! GOTO 5 30 
POKEA, 227 


39852    ;173, 254, 159, 133,055, 173,095 
39858    j255, 159, 133,056, 169,076,002 
39864    !l33, 124, 173, 217, 155, 133, 095 
39870    :  125, 173, 218, 155, 133, 126,096 
39876    !076, 143, 156, 240,003,076, 122 
39882    :008, 175 , 169, 201 , 133 , 124, 244 
39888    :  169,058, 133, 125, 169, 176,014 
39894    :  133, 126, 096, 219, 155, 133, 052 
39900    !l39, 134, 151, 186, 189,001, 252 
39906    :001,201,140, 240,016, 208,008 
39912    :002, 164, 140, 166, 151, 165, 252 
39918    ; 139, 201, 058, 176, 003, 076, 123 
3  9924    :128,000,096, 189,002,001, 148 
39930    : 201, 164, 208, 23  7, 165, 139,084 
39936    :016,002,230,122,132,140,130 
39942    !  162,000, 134, 165, 202, 232, 133 
39948    :  164, 122, 185,000,002,056,029 
39954    =2  53,217,159,240,019,201,083 
39960    : 128, 240,019, 230, 165, 232,014 
39966    !  189, 216, 159,016, 250, 189,025 
39972    :217, 159, 208, 228, 240, 191, 255 
39978    :  2 32, 200, 208, 224, 132, 122, 136 
39984     5  165,165,010,170,189,245,224 
39990    : 159,072, 189,244, 159,072,181 
39996    :  032, 233, 155,076, 115,000, 159 
40002    : 032, 178,157, 165,095, 166,091 
40008    ; 096, 133,036, 134,037,032,028 
40014    :019, 166, 165, 095, 166,096, 017 
40020    5  144,010,160,001,177,095,159 
40026    :240,004, 170, 136, 177,095, 144 
4003  2     :133,122,134,123, 165,036,041 
40038    ! 056, 229, 122, 170, 165, 037, 11 3 
40044    ;  229, 123, 168,176,030,138,204 
40050    :024, 101, 045, 13  3, 045, 152, 102 
400  56    :  101,046, 133,046, 160,000,094 
40062    :177, 122,145,036,200,208,246 
40068    : 249, 2  30, 123, 230,037, 165,142 
40074    5  046,197,037, 176, 239, 032, 097 
40080    5  051,165, 165,034, 166,035, 248 
40086    5  024,105,002, 133,045,144,091 
40092    :  001, 232, 134,046,032,089,178 
40098    5  166,076,131, 164, 032, 124,087 
40104    5  165,032, 115,000, 133,139,240 
40110    1162,000,134,073,032,140,203 
40116    :  157, 165, 165, 201, 000, 208,052 
40122    5  007,162,002,134,073,03  2,084 
40128    5  140,157,032,115,000,240,108 

COMFUTEVs  Gazelle     Januc3ryl9e4     203 


40134  !003, 032, 253, 174,032, 178, 102 

40140  1 157, 165,095, 166,096, 133,248 

40146  :122, 134, 123,032, 215, 170, 238 

40152  :208,011,200, 152,024,101, 144 

40158  :122.133, 122, 144,002,230,207 

40164  ; 123,032, 202, 159, 240,005, 221 

40170  :0  32, 220, 157, 176,003,076, 130 

40176  :143, 156,132,085,230,085,047 

40182  : 164,085, 166, 049, 165, 050, 157 

40188  ! 133, 139, 177, 122, 240, 216, 255 

40194  : 221, 000,002, 208, 237, 232, 134 

40200  ! 200, 198, 139, 208, 241, 136, 106 

40206  J 132, 011, 132, 151, 165,073, 166 

40212  !240, 091,032, 240, 157, 165, 177 

40218  ;052,056, 229,050, 13  3, 167, 201 

40224  !240,040, 200, 240,202, 177,107 

40230  1122,208,249,024,152,101,126 

402  36  ! 167, 201, 002, 144, 064, 201, 055 

40242  -.07  5,176,060,165,167,016,197 

40248  : 002, 198, 139,024,101,011,019 

402  54  ! 13  3,151,176,005,032,036,083 
40260  !l58, 240, 003,032,012, 158, 159 
40266  :165, 151, 056, 229,052, 168, 127 
40272  : 200, 165, 052, 240, 01 5, 133,117 
40278  !l40, 166,051, 189,000, 002, 122 
40284  :145,122,232,200,19a, 140, 105 
40290  :20B, 245,024, 165, 045, 101, 118 
40296  :167, 133,045, 165,046,101, 249 
40302  : 139, 133,046, 165, 122, 166, 113 
40308  : 123, 13  3,095, 134, 096, 166,095 
40314  1067,165,068,032,061,158,161 
40320  :032, 225,255,169,000,133,174 
40326  Jl98, 164,151,076, 242, 156,097 
40332  :164, 122, 200, 148,049, 169, 224 
40338  :000, 149,050, 185,000, 002, 020 
40344  :240,021,197,139,240,005,226 

403  50  5  246,050, 200, 208, 242, 132, 212 
40356  ! 122, 096, 201, 171, 240,004,230 
40362  ! 201, 045, 208, 001, 096, 076, 029 
40368  J  008, 175,144,005,240,003,239 
40374  :032, 166,157,032, 107,169,077 
40380  ; 032, 019, 166,032,121,000,046 
40386  s 240, 01 1,032, 166, 157, 032, 064 
40392  ! 115, 000, 032, 107, 169, 208,063 
40398  ! 224, 165, 020, 005, 021, 208, 081 
40404  :006, 169,255, 133,020, 13  3, 160 
40410  ! 02 1,096, 032, 202, 159, 133, 093 
40416  : 067, 032, 202, 159,133,068, 117 
40422  :056, 165,020, 229,067, 165, 164 
40428  :021, 229,068, 096, 165, 122, 169 
40434  : 133, 034, 165, 123, 13  3, 03  5,097 
40440  : 165, 045, 133,036, 165,046,070 
40446  : 133, 037,096, 165,034, 197, 148 
40452  5  036, 208,004,165,03  5,197, 137 
40458  !037, 096, 164,011, 200, 177, 183 
40464  1034,164,151,200,145,034,232 
40470  5  032,001,158, 208,001,096,006 
40476  5  2  30,034,208,236,230,035,233 
40482  1208,232,164,011,177,036,094 
40488  5  164,151,145,036,032,001,057 
40494  :158, 208,001,096, 165,036, 198 
40500  5  208,002,198,037,198,036,219 
40506  5  076,036,158, 160,000,132, 108 
40512  :165, 132,015,032,205,189,034 
40518  5  169,032,164,165,041,127,000 
40524  5  032,210,255,201,034,208,248 
40530  5  006,165,015,073,255,13  3,217 
40536  5  015,200,177,095,240,025,072 
40542  5  016,236,201,255,240,232,250 

204     COMPUTEI's  Gazelle     Januoryl9e4 


40548 
40554 
40560 
40566 
40572 
40578 
40584 
40590 
40596 
40602 
40608 
40614 
40620 
40626 
40632 
40638 
40644 
40650 
40656 
40662 
40668 
40674 
40680 
40686 
40692 
40698 
40704 
40710 
40716 
40722 
40728 
40734 
40740 
40746 
40752 
40758 

40764 
40770 
40776 
40782 
40788 
40794 
40800 
40806 
40812 
40818 
40824 
40830 
40836 
40842 
40848 
40854 
40860 
40866 
40872 
40878 
40884 
40890 
40896 
40902 
40908 
40914 
40920 
40926 
40932 
40938 
40944 
40950 
40956 


1036,015, 
1032,124, 
5  048,214, 
5246,032, 
5160,157, 
5132,175, 
5 160,000, 
5174,208, 
5  174,016, 
5107,169, 
5165,021, 
5174,032, 
!l33,051, 
5032,142, 
5032,202, 
5172,159, 
5  202,159, 
5156,032, 
5145,122, 
5  098,145, 
s240, 226, 
5  202,159, 
5034,208, 
5  240,197, 
5240,238, 
5233,162, 
5240,005, 
:221, 165, 
5123,133, 
5176,211, 
5  081,159, 
!l65,059, 
5162,000, 
5  048,144, 
5000,144, 
5104,160, 

:  208, 232, 
5  008,032, 
5000, 144, 
5184,208, 
5032,202, 
5  208,008, 
5133,098, 
:159, 197, 
5  202, 159, 
5032, 209, 
5210,255, 
5183,159, 
5159,230, 
5230,045, 
5  096,032, 
5032,012, 
5002,198, 
5032,240, 
5011,132, 
5  133,099, 
5076, 142, 
5101,051, 
5101,052, 
:159,208, 
5230,122, 
5177,122, 
5167,067, 
5197,068, 
:  197, 070, 
5  073,076, 
5066,069, 
5  065,156, 
sl52, 158, 


048,228, 
158,200, 
032,210, 
215,170, 
132,174, 
056,233, 
202,240, 
002,230, 
246,048, 
165,020, 
133,054, 
107, 169, 
165,021, 
166,032, 
159,208, 
032,202, 
208,003, 
202,159, 
032,202, 
122,032, 
032,202, 
032,202, 
011,032, 
201,034, 
170,240, 
004,221, 
202,208, 
122,133, 
060,032, 
032, 107, 
165,060, 
133, 122, 
189,000, 
017,072, 
003,032, 
000,145, 

032,115, 
145,159, 
248,201, 
150,032, 
159,032, 
169,255, 
048,014, 
020,208, 
197,021, 
189,169, 
032,202, 
240,210, 
151,032, 
208,002, 
162,159, 
158,165, 
046,198, 
157,160, 
151,096, 
165,054, 
166,165, 
133,099, 
133,098, 
251,096, 
208,002, 
096,137, 
072,065, 
069,076, 
073,078, 
204,078, 
210,000, 
165, 156, 
172,013, 


132, 
177, 
255, 
056, 

160, 
127, 
238, 
175, 
241, 
133, 
032, 
165, 
133, 
202, 
033, 
159, 
076, 
165, 
159, 
183, 
159, 
159, 
202, 
208, 
188, 
212, 
248, 
059, 
115, 
169, 
133, 
160, 
001, 
032, 
130, 
122, 


165,212 
174,203 
208,055 
096,165 
160,043 
170, 255 
230,182 
177,084 
032,137 
053,033 
253,050 
020,065 
052,215 
159,143 
032,082 
032,178 
143,219 
099,247 
165,009 
159,185 
032,087 
201,157 
159,110 
247,085 
016,056 
159,217 
240,119 
165,103 
000,219 
032,233 
123, 233 
000, 157 
201,077 
115,214 
159,004 
232,049 


000, 176,055 
032, 121,051 
044,240, 181 
172,159,215 
202,159,102 
133,099, 194 
032, 202,111 
015,032, 221 
208,011,138 
032,076,053 
159,032,242 
032, 162,088 
036,158, 130 
230,046,131 
198,151,174 
045, 208,002 
045,096,229 
000,132,115 
165,053,008 
133,098,088 
099,024,084 
165,098,065 
032,202,042 
160,000,048 
230,123,095 
138,141,253 
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leader  Service  Number/Advertiser  Page 

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The  Alien  Group    129 

American  Peripherals  144 

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Assembly  Technolog)'  1 55 

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106  Avalon  HitI  Game  Company    .....  61 
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Capabilities,  Lid 134 

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111  Cardinal  Software     207 

Century  Micro  Products 155 

n2Cheatslieet  Products   205 

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113  Compatible  Systems  Inc 128 

1 14  Comprehensive  Software   97 

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134  Practical  Programs    127 

135  Precision  Software 51 

136  Professionol  Software  Inc 7 

137  Protecto  Enterprizes 54,55 

138  Protecto  Enterprises    98,99 

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Quicksilva  89 

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Rocky  Software  1 28 

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suchA-Deall  software    161 

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158Totl  Softwore,  Inc 133 

Tronix     1 2,13 

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U.  C.  Software 94 

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Voranger  Computing    28 

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COMPUTEI's  First  Book  of 

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COMPUTEI's  GAZEHE    33 

COMPUTEI's  VIC  Library   141 

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ayailcbie  is  the  direct 
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•  Optional  calculator 
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i^dJ^9-20  AC-64  are  registered  Irademortuof  4 


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It  writes,  rales,ciea1es, 

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Costs  less,does  more- 

tlie  Commodore  64. 


When 
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That's  because  Commodore  64  halved 
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tliat  of  an  average  television. 


What  can  you  do  with  it?  Create  widi 
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Sprite  Graphics. 


*TPP^S*]*1J  Add  a  printer  and 
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tem  on  the  64's 


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.  'il»«— ■  mttvmiar^^ 


<M^^»WW<fcHiWft>»;